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Offline pepe

Junior Devvie

Nothing unreal exists

« Posted 2003-01-14 15:16:08 »

I'm willing to use J3D for (some of ) my GUIs,  and would have to open many canvases from different worlds.
Are there known problems on that field, from J3D or graphic cards?
Thanks a lot.

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Offline GKW

Senior Devvie

Revenge is mine!

« Reply #1 - Posted 2003-01-14 17:43:23 »

I have never had any problems using 4 on/offscreen canvas at the same time with or without the shared context flag.
Offline pepe

Junior Devvie

Nothing unreal exists

« Reply #2 - Posted 2003-01-14 18:04:11 »

yessss !

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Offline bmyers

Junior Devvie

« Reply #3 - Posted 2003-01-15 14:46:12 »

I *did* have a problem with this earlier...

I had several Canvas3D's going at once on one display, and the more Canva3D's I added the slower each one got.  I asked one of the Sun guys (Doug T. ?) about it at the last GDC and he said each Canvas3D gets rendered separately, so if you have two, each will get rendered at half the speed (more-or-less), and each succeeding one will add another N to the 1/N degradation (note: my paraphrasing).

That was a year ago, and I have since consolidated all rendering to *one* Canvas3D, so I don't know if it's been fixed in the meantime.

I would be extremely happy to go back to multiple Canvas3D's if it's been fixed, tho!  It makes it much simpler to modularize each world/view/window and gets back to a more flexible MVC approach.  Also makes it easier to support multi-headed displays in future when they become mainstream...   Roll Eyes


Offline Herkules

Senior Devvie

Friendly fire isn't friendly!

« Reply #4 - Posted 2003-01-15 17:33:17 »

But this seems to be quite obvious?? The scene has to be organized and rendered per View. The more Views you have, the more often the whole thing has to run.

HARDCODE    --     DRTS/FlyingGuns/JPilot/JXInput  --    skype me: joerg.plewe
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