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1  Java Game APIs & Engines / jMonkeyEngine / Performance issue on Float vs UNSIGNED_BYTE for RGBA colors on: 2005-11-17 10:19:33
Newbie question.
I was evaluating JME and I realized that it’s using FloatBuffer for Vertex Color and texture.

Is it efficient?  Huh
Wouldn’t unsigned_buffer (32 bit RBGA) be more efficient? (for exemple, to upload the data)
I read somewhere that the graphics card usually transform internally 32bit RGBA in a 4 floats, is it the reason why using directly float for RGBA is faster?  is [ upload float RGBA ] is faster than [ upload unsigned byte RGBA + processing to floats on the card] ?

Thanks for your response!  Smiley
2  Game Development / Performance Tuning / Re: Bound's checks and struct's on: 2005-11-03 12:54:21
Most of a discussion was focused on the performance comparison between math on POJO (plain old java object) and Unsafe buffers.

I have no experience at all with OpenGl, but i would like to enlarge the testcase here to have a better understanding of the total benefit of using unsafe buffers vs POJO, with using java.nio to push vertex to the graphics card (like lwjgl with glVertexPointer)

What’s the difference between those process :
0)   Math on an array of POJO Vector3D + call to individual glVertex(…)
1)   Math on an array of POJO Vector3D + filling a FloatBuffer  + one call to glVertexPointer
2)   Math on an unsafe buffer of  float (manipulated through a Vector3DSlidingWindow) + one call to glVertexPointer

Based on the results exposed by Riven, I have the feeling that Method 2) should be much more efficient because the unsafe buffer is manipulated directly and there is only one call to opengl to pass the array…

Is it right?
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