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  JOGL and LWJGL  (Read 1566 times)
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Offline rafa_es

Junior Member





« Posted 2006-10-05 00:55:07 »

Hi guys,

I am working on my project and when i create the Canvas3DWrapper using jogl like this

1  
Canvas3DWrapper canvas = Canvas3DWrapper.createStandalone(Canvas3DWrapper.OpenGLLayer.JOGL, Canvas3DWrapper.Resolution.RES_800X600, "Game");


I get low frames per second (and  a lot of lag) and if use lwjgl instead of jogl then i get a boost of 33% frames (and no lag at all) but the picking system doesnt work properly (This dont  happen when i use jogl)

By that i mean when i click on a object when using lwjgl it doesnt return that shape i clicked in but some other near it

Do you have any idea about why when using LWJGL it does not return the shape that i clicked?
The problem with jogl is related with my video card?
I have a ATI Radeon 9250 128mb
Offline Marvin Fröhlich

Senior Member




May the 4th, be with you...


« Reply #1 - Posted 2006-10-05 01:54:33 »

The way you're creating the Canvas is correct.

I suppose you're working on Windows (pfui Wink). renanse reported the same 33% boost with LWJGL and he's working on windows, too. On my system LWJGL is slightly slower than JOGL either on Windows or on Linux and no lag with both. The problem with JOGL could maybe be related to your driver. Did you install the latest detonator?

Which picking system are you using? The old style one or PickingLibrary.pick()? I suggest you to use PickingLibrary. There should be no difference if you're using LWJGL or JOGL when you're using the PickingLibrary. Please tell us, if there is. In between I'm fixing the GL-picking system, which is the on I meant by old-style. If I can handle the selection of the picked nodes efficiently, this will certainly be much faster than PickingLibrary. And I'm sure, that I can Wink.

Marvin
Offline rafa_es

Junior Member





« Reply #2 - Posted 2006-10-05 02:10:33 »

The problem with JOGL could maybe be related to your driver. Did you install the latest detonator?

I think so but i´ll check it again

Which picking system are you using? The old style one or PickingLibrary.pick()? I

I´m using the Scheduled Picking Do you think thats the problem?
It picking runs crazy only when i use lwjgl and runs fine in jogl
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Offline Marvin Fröhlich

Senior Member




May the 4th, be with you...


« Reply #3 - Posted 2006-10-05 02:17:26 »

I´m using the Scheduled Picking Do you think thats the problem?
It picking runs crazy only when i use lwjgl and runs fine in jogl

No. This is definitely not the problem. I'm happy, that you're using it Wink.

Scheduled picking uses PickingLibrary, but I don't think the problem is related to the PickingLibrary. I suppose the offset you're actually picking is constant or depends on the resolution. Maybe the coordinates are not correct, when you're using LWJGL. Please try to figure out, if the offset (in pixels) is constant. Then we could maybe try to find a generic solution for LWJGL and picking.

Marvin
Offline rafa_es

Junior Member





« Reply #4 - Posted 2006-10-05 13:19:31 »

The problem with JOGL could maybe be related to your driver. Did you install the latest detonator?

I have installed it and it fixed the jogl issue  Grin

Thanks Marvin
Offline Amos Wenger

Senior Member




Everything's possible, but not everything's fun...


« Reply #5 - Posted 2006-10-05 21:07:14 »

The problem with JOGL could maybe be related to your driver. Did you install the latest detonator?

I have installed it and it fixed the jogl issue  Grin

Thanks Marvin
Grin Thanks Ati ^^

"Once you start working on something, don't be afraid of failure and don't abandon it. People who work sincerely are the happiest"
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