Java-Gaming.org    
Featured games (79)
games approved by the League of Dukes
Games in Showcase (477)
Games in Android Showcase (107)
games submitted by our members
Games in WIP (535)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  "Faster" texture internal format  (Read 2473 times)
0 Members and 1 Guest are viewing this topic.
Offline mantesat

Junior Member




Java games rock!


« Posted 2006-03-01 18:23:26 »

Hi all,

I'm trying to speed up my application which makes heavy use of texture loading, and I was experimenting with texture internal format. At first, for loading a 256x256 INT_ARGB BufferedImage to a texture using GL_RGBA internal format, GL_BRGA format and GL_UNSIGNED_INT_8_8_8_8_REV type, I got times around 10 ms (in a MobilityRadeon 9000). Since transparency wasn't the issue for me, I used 256x256 INT_RGB buffered images and textures using GL_RGB internal format, GL_BRGA format and GL_UNSIGNED_BYTE type. By using this configuration, texture loading time was reduced to 5ms. (In all cases, the time measured was the time of the single glTexImage2D call).

Since I'm not really an expert concerning the various OpenGL internal formats and data types, is there a better image type/internal format/format/data type configuration for faster texture loading times? What is the configuration you people use most for loading textures?

Also, all the above tests were conducted with the old texture handling way, without using the TextureIO related API intruduced in latest JSR231 versions. Is using this API going to improve texture loading times in any way?

TIA
N
Offline Mithrandir

Senior Member




Cut from being on the bleeding edge too long


« Reply #1 - Posted 2006-03-01 19:53:01 »

There's no one hard and fast rule. Every graphics card has different optimised paths. What is fastest on one card may be slowest on another, even within cards produced by the same company.

The TextureIO classes should make things a lot faster because they avoid the need to bring the texture contents up into Java.

The site for 3D Graphics information http://www.j3d.org/
Aviatrix3D JOGL Scenegraph http://aviatrix3d.j3d.org/
Programming is essentially a markup language surrounding mathematical formulae and thus, should not be patentable.
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #2 - Posted 2006-03-02 04:04:37 »

Does your application load a lot of textures or reload a lot of textures? There are fundamental performance differences between glTexImage2D and glTexSubImage2D and if you don't need to change the size of a texture but need to continually reload data into it then you should be using glTexSubImage2D repeatedly and not glTexImage2D.

The TextureIO classes have fairly efficient code paths but are more focused on correctness. The TGA loading path through that code is probably the fastest.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline rexguo

Junior Member




Real-Time Java


« Reply #3 - Posted 2006-03-03 11:32:00 »

Speaking of TGA, which is very OpenGL-friendly
because of its flipped Y-axis.. However, suppose
one has to work with JPGs, what is the preferred
way of flipping the loaded image since JPGs are
not flipped on the Y-axis like TGAs.

I have to work with many large JPGs all the time
so I avoid creating an extra copy of BufferedImage
and flipping it in code by flipping the V texture coord
instead but this must be handled carefully..

Any better ideas?

.rex

http://www.rexguo.com - Technologist + Designer
Offline Ken Russell

JGO Coder




Java games rock!


« Reply #4 - Posted 2006-03-03 23:07:55 »

The TextureIO classes perform the flip scanline-by-scanline so avoid having twice the storage allocated at any given time. This isn't as fast as just flipping the texture coordinates vertically but makes things much easier on the application.
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

E.R. Fleming (20 views)
2014-07-29 03:07:13

E.R. Fleming (8 views)
2014-07-29 03:06:25

pw (39 views)
2014-07-24 01:59:36

Riven (39 views)
2014-07-23 21:16:32

Riven (26 views)
2014-07-23 21:07:15

Riven (28 views)
2014-07-23 20:56:16

ctomni231 (59 views)
2014-07-18 06:55:21

Zero Volt (50 views)
2014-07-17 23:47:54

danieldean (42 views)
2014-07-17 23:41:23

MustardPeter (45 views)
2014-07-16 23:30:00
HotSpot Options
by dleskov
2014-07-08 03:59:08

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:58:24

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:47:22

How do I start Java Game Development?
by ra4king
2014-05-17 11:13:37

HotSpot Options
by Roquen
2014-05-15 09:59:54

HotSpot Options
by Roquen
2014-05-06 15:03:10

Escape Analysis
by Roquen
2014-04-29 22:16:43

Experimental Toys
by Roquen
2014-04-28 13:24:22
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!