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1  Java Game APIs & Engines / JOGL Development / Re: Image Render and draw on: 2006-02-07 11:32:36
Hi

Started from fresh and now I am able to get around 30 ms with PBO.Thx lot your support.
I think while wrapping the BuffereData I was doing wrong .

Now I want to zoom this image
I used following API but image didn't zoomed any other API I have to look in ...
       // Zoom
      gl.glLoadIdentity();
      gl.glTranslatef(-15.0f,-15.0f,0.0f);
Pls can you help me out
2  Java Game APIs & Engines / JOGL Development / Re: Image Render and draw on: 2006-02-02 08:31:02
Hi Mabraham /Ken
 I didn't get any reply for below post pls can anyone reply .

3  Java Game APIs & Engines / JOGL Development / Re: Image Render and draw on: 2006-01-24 09:02:06
Hi Mabraham /Ken
I upgraded my driver to NVIDIA 81.78.But still i performance are in 3 digit .

Here the Linux Machine Details and new readings on 81.78


Machine Info :
Linux  2.6.9-1.667smp #1 SMP Tue Nov 2 14:59:52 EST 2004 i686 i686 i386 G NU/Linux
2GB RAM
4GB SWAP
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: Quadro4 980 XGL/AGP/SSE2
OpenGL version string: 1.5.5 NVIDIA 81.78


MemoryInfo :
MemTotal:      2072312 kB
MemFree:        159148 kB
Buffers:        215724 kB
Cached:        1095700 kB
SwapCached:         16 kB
Active:         673636 kB
Inactive:       759548 kB
HighTotal:           0 kB
HighFree:            0 kB
LowTotal:      2072312 kB
LowFree:        159148 kB
SwapTotal:     4152792 kB
SwapFree:      4152652 kB
Dirty:               4 kB
Writeback:           0 kB
Mapped:         161044 kB
Slab:           456672 kB
Committed_AS:   421160 kB
PageTables:       3824 kB
VmallocTotal:  2039800 kB
VmallocUsed:     26804 kB
VmallocChunk:  2008052 kB
HugePages_Total:     0
HugePages_Free:      0
Hugepagesize:     2048 kB

CPU INFO :
processor       : 0
vendor_id       : GenuineIntel
cpu family      : 15
model           : 2
model name      : Intel(R) Xeon(TM) CPU 2.66GHz
stepping        : 9
cpu MHz         : 2659.140
cache size      : 512 KB
physical id     : 0
siblings        : 1
fdiv_bug        : no
hlt_bug         : no
f00f_bug        : no
coma_bug        : no
fpu             : yes
fpu_exception   : yes
cpuid level     : 2
wp              : yes
flags           : fpu vme de pse tsc msr pae mce cx8 apic mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe cid xtpr
bogomips        : 5242.88

processor       : 1
vendor_id       : GenuineIntel
cpu family      : 15
model           : 2
model name      : Intel(R) Xeon(TM) CPU 2.66GHz
stepping        : 9
cpu MHz         : 2659.140
cache size      : 512 KB
physical id     : 0
siblings        : 1
fdiv_bug        : no
hlt_bug         : no
f00f_bug        : no
coma_bug        : no
fpu             : yes
fpu_exception   : yes
cpuid level     : 2
wp              : yes
flags           : fpu vme de pse tsc msr pae mce cx8 apic mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe cid xtpr




WITH PBO :
width 2048
hiegth 2048
GLEventHandler.init(): GL_VERSION = 1.5.5 NVIDIA 81.78
GLEventHandler.init(): GL_VENDOR = NVIDIA Corporation
GLEventHandler.init(): GL_RENDERER = Quadro4 980 XGL/AGP/SSE2
ARB true
EXT true
usePBO true
GLEventHandler.init(): streaming texture image using PBO
GLEventHandler.135.75GLEventHandler.2
GLEventHandler.125.375GLEventHandler.2
GLEventHandler.125.425GLEventHandler.2
GLEventHandler.126.02564GLEventHandler.2
GLEventHandler.125.425GLEventHandler.2
GLEventHandler.125.375GLEventHandler.2


NO PBO:
width 2048
hiegth 2048
GLEventHandler.init(): GL_VERSION = 1.5.5 NVIDIA 81.78
GLEventHandler.init(): GL_VENDOR = NVIDIA Corporation
GLEventHandler.init(): GL_RENDERER = Quadro4 980 XGL/AGP/SSE2
ARB true
EXT true
usePBO false
GLEventHandler.init(): updating texture image using glTexSubImage2D()
GLEventHandler.159.411766GLEventHandler.2
GLEventHandler.145.260868GLEventHandler.2
GLEventHandler.145.04348GLEventHandler.2
GLEventHandler.145.086956GLEventHandler.2
GLEventHandler.145.391304GLEventHandler.2
GLEventHandler.145.954544GLEventHandler.2

and java version jdk-1_5_0_06-linux-i586    --Xmx512m and do i have to pass any extra VM parameters ?
Pls Can you suggest what else i can do to get good peformance .
4  Java Game APIs & Engines / JOGL Development / Re: Image Render and draw on: 2006-01-18 09:12:56
Hi Mabraham /Ken

OS: LINUX

With PBO and GL_BGRA_

 width 2048
hiegth 2048
GLEventHandler.init(): GL_VERSION = 1.5.2 NVIDIA 66.34
GLEventHandler.init(): GL_VENDOR = NVIDIA Corporation
GLEventHandler.init(): GL_RENDERER = Quadro NVS/AGP/SSE2
usePBO true
GLEventHandler.init(): streaming texture image using PBO
GLEventHandler.159.64706GLEventHandler.2
GLEventHandler.161.588234GLEventHandler.2
GLEventHandler.161.764706GLEventHandler.2
GLEventHandler.161.82353GLEventHandler.2
GLEventHandler.162.117645GLEventHandler.2
GLEventHandler.162.117645GLEventHandler.2
GLEventHandler.162.35294GLEventHandler.2
GLEventHandler.162.8125GLEventHandler.2


NO  PBO and GL_BGRA_


width 2048
hiegth 2048
GLEventHandler.init(): GL_VERSION = 1.5.2 NVIDIA 66.34
GLEventHandler.init(): GL_VENDOR = NVIDIA Corporation
GLEventHandler.init(): GL_RENDERER = Quadro NVS/AGP/SSE2
usePBO false
GLEventHandler.init(): updating texture image using glTexSubImage2D()
GLEventHandler.154.94737GLEventHandler.2
GLEventHandler.151.6GLEventHandler.2
GLEventHandler.151.7GLEventHandler.2
GLEventHandler.153.473682GLEventHandler.2
GLEventHandler.157.72222GLEventHandler.2
GLEventHandler.158.11111GLEventHandler.2


WITH PBO and GL_RGBA
width 2048
hiegth 2048
GLEventHandler.init(): GL_VERSION = 1.5.2 NVIDIA 66.34
GLEventHandler.init(): GL_VENDOR = NVIDIA Corporation
GLEventHandler.init(): GL_RENDERER = Quadro NVS/AGP/SSE2
usePBO true
GLEventHandler.init(): streaming texture image using PBO
GLEventHandler.1506.0GLEventHandler.2
GLEventHandler.1884.0GLEventHandler.2
GLEventHandler.1882.5GLEventHandler.2
GLEventHandler.1887.5GLEventHandler.2
GLEventHandler.1877.5GLEventHandler.2
GLEventHandler.1885.0GLEventHandler.2


NO PBO and GL_RGBA
width 2048
hiegth 2048
GLEventHandler.init(): GL_VERSION = 1.5.2 NVIDIA 66.34
GLEventHandler.init(): GL_VENDOR = NVIDIA Corporation
GLEventHandler.init(): GL_RENDERER = Quadro NVS/AGP/SSE2
usePBO false
GLEventHandler.init(): updating texture image using glTexSubImage2D()
GLEventHandler.155.31579GLEventHandler.2
GLEventHandler.151.5GLEventHandler.2
GLEventHandler.151.25GLEventHandler.2
GLEventHandler.151.25GLEventHandler.2
GLEventHandler.151.85GLEventHandler.2
GLEventHandler.152.05GLEventHandler.2
GLEventHandler.151.95GLEventHandler.2



One more thing is On my LINUX machine  gl.isExtensionAvailable( "GL_ARB_pixel_buffer_object" )     false
And gl.isExtensionAvailable( "GL_EXT_pixel_buffer_object" ) true
 Is this makes any difference in performance

Or only option left move to new GPU card.
pls let me know .

Thanks
5  Java Game APIs & Engines / JOGL Development / Re: Image Render and draw on: 2006-01-17 12:45:17
Hi
Planing to buy following card on Linux .

Quadro FX 4500 Memory Size
Memory Interface
Graphics Memory Bandwidth
Graphics Bus 512MB
256-bit
33.6GB/sec.
PCI Express

Pls let me know if some one already using this card  ,which will enable to get good performance for PBO .
6  Java Game APIs & Engines / JOGL Development / Re: Image Render and draw on: 2006-01-10 09:09:02
When run it on my Linux Machine it show following out put ...
The Output shows
width 2048
hiegth 2048
GLEventHandler.init(): GL_VERSION = 1.5.2 NVIDIA 66.34
GLEventHandler.init(): GL_VENDOR = NVIDIA Corporation
GLEventHandler.init(): GL_RENDERER = Quadro NVS/AGP/SSE2
GLEventHandler.init(): streaming texture image using PBO
GLEventHandler.12725.5GLEventHandler.2
GLEventHandler.14159.0GLEventHandler.2
GLEventHandler.13535.0GLEventHandler.2
GLEventHandler.12135.0GLEventHandler.2

These are in msec right?
Just want to know any thing extra I have to do so that I will get 25 ms second to render and display the 2048 x 2048 Buffered image?

My Machine glxInfo :
name of display: :0.0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.3
server glx extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control
client glx vendor string: NVIDIA Corporation
client glx version string: 1.3
client glx extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
    GLX_SGI_swap_control, GLX_NV_float_buffer
GLX extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
    GLX_ARB_get_proc_address
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: Quadro NVS/AGP/SSE2
OpenGL version string: 1.5.2 NVIDIA 66.34
OpenGL extensions:
    GL_ARB_imaging, GL_ARB_multitexture, GL_ARB_point_parameters,
    GL_ARB_point_sprite, GL_ARB_shader_objects, GL_ARB_shading_language_100,
    GL_ARB_texture_compression, GL_ARB_texture_cube_map,
    GL_ARB_texture_env_add, GL_ARB_texture_env_combine,
    GL_ARB_texture_env_dot3, GL_ARB_texture_mirrored_repeat,
    GL_ARB_texture_rectangle, GL_ARB_transpose_matrix,
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
    GL_ARB_window_pos, GL_S3_s3tc, GL_EXT_texture_env_add, GL_EXT_abgr,
    GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_minmax,
    GL_EXT_blend_subtract, GL_EXT_clip_volume_hint,
    GL_EXT_compiled_vertex_array, GL_EXT_Cg_shader,
    GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_multi_draw_arrays,
    GL_EXT_packed_pixels, GL_EXT_paletted_texture, GL_EXT_pixel_buffer_object,
    GL_EXT_point_parameters, GL_EXT_rescale_normal, GL_EXT_secondary_color,
    GL_EXT_separate_specular_color, GL_EXT_shared_texture_palette,
    GL_EXT_stencil_wrap, GL_EXT_texture_compression_s3tc,
    GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod,
    GL_EXT_texture_lod_bias, GL_EXT_texture_object, GL_EXT_vertex_array,
    GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat,
    GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_fence,
    GL_NV_fog_distance, GL_NV_light_max_exponent, GL_NV_packed_depth_stencil,
    GL_NV_pixel_data_range, GL_NV_point_sprite, GL_NV_register_combiners,
    GL_NV_texgen_reflection, GL_NV_texture_env_combine4,

GL_NV_texture_rectangle, GL_NV_vertex_array_range,
    GL_NV_vertex_array_range2, GL_NV_vertex_program, GL_NV_vertex_program1_1,
    GL_SGIS_generate_mipmap, GL_SGIS_multitexture, GL_SGIS_texture_lod,
    GL_SUN_slice_accum
glu version: 1.3
glu extensions:
    GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess

   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav
 id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat
----------------------------------------------------------------------
0x21 24 tc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0x22 24 dc  0 32  0 r  y  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0x23 24 tc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0x24 24 tc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0x25 24 tc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0x26 24 tc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None
0x27 24 tc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None
0x28 24 tc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None
0x29 24 tc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None
0x2a 24 tc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0x2b 24 tc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None
0x2c 24 tc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0x2d 24 tc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None
0x2e 24 dc  0 32  0 r  y  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0x2f 24 dc  0 32  0 r  .  .  8  8  8  0  4 24  8 16 16 16 16  0 0 None
0x30 24 dc  0 32  0 r  .  .  8  8  8  8  4 24  8 16 16 16 16  0 0 None
0x31 24 dc  0 32  0 r  y  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None
0x32 24 dc  0 32  0 r  y  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None
0x33 24 dc  0 32  0 r  .  .  8  8  8  0  4 16  0 16 16 16 16  0 0 None
0x34 24 dc  0 32  0 r  .  .  8  8  8  8  4 16  0 16 16 16 16  0 0 None
0x35 24 dc  0 32  0 r  y  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0x36 24 dc  0 32  0 r  y  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None
0x37 24 dc  0 32  0 r  .  .  8  8  8  0  4  0  0 16 16 16 16  0 0 None
0x38 24 dc  0 32  0 r  .  .  8  8  8  8  4  0  0 16 16 16 16  0 0 None
7  Java Game APIs & Engines / JOGL Development / Re: Image Render and draw on: 2006-01-10 04:27:40
Thx Lot ! It is working fine .
8  Java Game APIs & Engines / JOGL Development / Re: Image Render and draw on: 2006-01-09 08:14:56
Attached is the modified GLEventHandler.txt file .
Pls can you tell me what i am doing wrong .
grep for    images=genImages(5,2022) in attached file .
Also pls can you send me the screen capture of your display .

Thx
9  Java Game APIs & Engines / JOGL Development / Re: Image Render and draw on: 2006-01-06 03:31:54
Attached is the OpenGL pattern
10  Java Game APIs & Engines / JOGL Development / Re: Image Render and draw on: 2006-01-05 12:49:52
Thx Lot. But i am facing one problem

In Java 2d I created following BufferedImage ...
BufferedImage[] bi = BufferedImage.TYPE_4BYTE_ABGR;
DataBufferByte dbb = (DataBufferByte ) bi.getRaster().getDataBuffer();
byte[] data         = dbb.getData();
// TYPE_4BYTE_ABGR
byte max = (byte) 0xff;
        for (int i = 0; i < w; i++)
            for (int j = 0; j < h; j++)
                if (j % 40 < 20)
                {
                    int basePixel = (i * w + j) * 4;
                    d[basePixel]     = (byte)0xff;
                    d[basePixel + 1] = max;
                    d[basePixel + 2] = max;
                    d[basePixel + 2] =max;
                }
It shows the vertical bars with alternate one black .Attached Doc.

Same thing I added in your GLEventHandler.java program
byte max = (byte) 0xff;
        for (int i = 0; i < w; i++)
            for (int j = 0; j < h; j++)
                if (j % 40 < 20)
                {
                    int basePixel = (i * w + j) * 4;
//OpenGL                   
                d[basePixel]      = max ;
                d[basePixel + 1] = max;
                d[basePixel + 2] = max;
                d[basePixel + 2] =(byte)0xff;

                }

   It shows some bad pattern image(it is not same as in java) , Can u suggest what’s  wrong.
I am excepting the same pattern as in JAVA 2D.
11  Java Game APIs & Engines / JOGL Development / Re: Image Render and draw on: 2006-01-04 07:12:08
Ok Thx Lot .
I am looking for some main Java progarm which will use GLEventHandler.java and show the image do you have any main program ?pls can you send me the link or code .
12  Java Game APIs & Engines / JOGL Development / Re: Image Render and draw on: 2006-01-02 09:23:07
1) You said "Unless you really need to go OpenGL, you can nowadays get equally fast image updates using java2d..."

Pls can you tell me how to achive this using only java2d no openGL ?

2) I am new to this jogl .How to give input bufferedImage to your program GLEventHandler.java ?Do you have any main program using GLEventHandler.java which will load the given BufferedImag
13  Java Game APIs & Engines / JOGL Development / Image Render and draw on: 2005-12-28 05:21:10
I am looking for some sample program which can render and dispaly   "2k x 2k  2D image "  in less then 25 msec .
If any one has idea let me know
14  Java Game APIs & Engines / JOGL Development / Re: Image draw with good pefromance on: 2005-12-27 06:49:42
I am looking for some sample program which can draw  "2k x 2k  2D image "  in less then 25 msec .
If any one has idea let me know
15  Java Game APIs & Engines / JOGL Development / Image draw with good pefromance on: 2005-12-22 12:42:43
 Is their any sample code for  "To draw  images using a texture-mapped quadrilateral then on a GLCanvas using OpenGL which will give very good pefromance ". Pls can send me the demo program it will be great help .
Thx Lot
16  Java Game APIs & Engines / JOGL Development / Re: GLJPanel Questions ? on: 2005-12-22 12:38:51
Hi Ken Russell
   Thx Lot for the info.
   Is their any sample code for  "draw your images using a texture-mapped quadrilateral then on a GLCanvas using OpenGL should be very fast " .  Pls can send me the demo program it will be great help .

Thx Lot
17  Java Game APIs & Engines / JOGL Development / GLJPanel Questions ? on: 2005-12-21 09:20:37
 I am very new to this JOGL .
    I am runing on linux os and JDK1.4
    in  JGears.java demo ,
    if (javaImage != null) {
        g.drawImage(javaImage, sp, getHeight() - javaImage.getHeight() - sp, null);

      if (openglImage != null) {
                 g.drawImage(openglImage, sp, getHeight() - openglImage.getHeight() - sp, null);
      }

1) This is normal java 2D software rendering .Why two javaImage and openglImage required when both are draw using drawImage?.
2) How GLJPanel will enable openGL image rendering ?I looked at paintComponent but didn't get much information.
3) I commented the paintComponent  of GLJPanel but still able to draw the images ?Just wanted to know how
    openGL accelartion is performed ?
4) Is there any demo which will comapre normal Java 2D image draw and open GL hardware accelarted image draw  performance .
18  Java Game APIs & Engines / JOGL Development / Re: Java2D/JOGL Interoperability Demo on: 2005-11-24 09:13:19
I am very new to this JOGL .
in  JGears.java
 if (javaImage != null) {
        g.drawImage(javaImage, sp, getHeight() - javaImage.getHeight() - sp, null);

      if (openglImage != null) {
                 g.drawImage(openglImage, sp, getHeight() - openglImage.getHeight() - sp, null);
      }
1) This normal java 2D software rendering .Why two javaImage and openglImage required when both are draw using drawImage?.
2) How GLJPanel will enable openGL image rendering ?I looked at paintComponent but didn't get much information.
3)  I commented the paintComponent  of GLJPanel but still able to draw the image ?Just wanted to know how
    openGL accelartion is performed ?
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2014-07-08 01:59:08
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