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1  Java Game APIs & Engines / JOGL Development / Re: Java2D/JOGL Interoperability Demo on: 2006-07-30 00:08:31
I pretty much reached the same conclusion this afternoon.  I think because of the weak GPU features I'm processor-limited here in execution time.

And it appears JDK 1.6 is simply slower at the general-purpose tasks involved in rendering JCanyon.  Looks like we'll just have to see if it speeds up before release or wait for JDK 1.6.1.

2  Java Game APIs & Engines / JOGL Development / Re: Java2D/JOGL Interoperability Demo on: 2006-07-29 17:13:50
These options enable more DirectDraw and Direct3D functionality in the Java2D implementation. DirectDraw/D3D and OpenGL are fundamentally incompatible at the driver level. I have seen many problems on various vendors' cards when they are combined at all in the same application. The only way to guarantee robust behavior of JOGL on Windows platforms is to completely disable Java2D's use of DirectDraw and D3D. The only Java2D command-line option you should specify is -Dsun.java2d.noddraw=true.

I tried taking the unmodified jcanyon JOGL demo source, building it on Java 1.6 beta 2 (with JOGL beta 5) and running it, and comparing it to Java 1.5.0_07 running with -Dsun.java2d.noddraw=true (and without the opengl pipeline).  This is with the AWT/heavyweight rendering.  The slowdown is less obvious in heavyweight, but is still present.  Once you approach the canyon, Java 1.5 beats Java 1.6 by a few fps consistently.  With the extra slowdown involved in lightweight rendering, the "few fps" slowdown remains but becomes a much higher percentage.  (eg. heavyweight I'd get, perhaps, 17fps->14fps, while in lightweight I'd get 8fps->5fps.)

I guess I'll start with filing a JOGL bug, since this slowdown brings the rendering speed below the threshold at which it appears to be "animation" and turns it into a fast slideshow, and I'd really like to embed 3D in this non-opengl-mode, lightweight application.
3  Java Game APIs & Engines / JOGL Development / Re: Java2D/JOGL Interoperability Demo on: 2006-07-28 19:41:03
Are you specifying -Dsun.java2d.noddraw=true in both cases? This is required for correctness; see the JOGL User's Guide.

I had  -Dsun.java2d.ddscale=true and -Dsun.java2d.d3d=true, and didn't specify noddraw=true.  I'll try those.  Do you think noddraw=true will improve the performance?

I'll also try putting together my version of JCanyon into a self-contained app that can reproduce this behavior.  If I do so, should I submit the bug to Sun or send it elsewhere?
4  Java Game APIs & Engines / JOGL Development / Re: Java2D/JOGL Interoperability Demo on: 2006-07-25 01:33:30
I tried some GLJPanel stuff this past weekend with the latest Java 1.6 beta and it was significantly slower than Java 1.5.  Unfortunately, I will not be able to enable the opengl pipeline, so I'm using the default pbuffer solution.  I would expect, though, that 1.6 would be at least as fast as 1.5 even with the old renderer.  But on my ThinkPad T41 laptop on WindowsXP running the JCanyon demo (modified to use the Swing renderer), I get 8-9fps with Java 1.5, and 3-4fps with Java 1.6.  I think I'm using the latest betas of everything and the latest drivers available for my laptop.
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