Search found 141 matches
- Mon 23. Feb 2009, 11:21
- Forum: Programming Help
- Topic: Polygons and (non-tube) lines in JOGL
- Replies: 11
- Views: 2346
Re: Polygons and (non-tube) lines in JOGL
Hi! I'm trying to render relatively large polygonal meshes (~40k quadrangles) with both faces and edges shown. Tubes do of course display fine, but at that complexity start to hurt performance. When I set 'TUBES_DRAW' to false, I see lines disappear behind incident polygons at certain angles. I kno...
- Thu 19. Feb 2009, 19:03
- Forum: Backends
- Topic: PDF/U3D export memory problem
- Replies: 4
- Views: 2008
PDF/U3D export memory problem
First off the PDF/U3D export is awesome. It is far better than I thought however I've got quite some issues with it when trying to export larger scenes I've got a 0.5 million polygon scene and when I try using the PDFExport I run out of memory in de.jreality.writer.u3d.WriterU3D.writeDataBlock(Write...
- Thu 19. Feb 2009, 18:56
- Forum: Programming Help
- Topic: Serious problems with JOGL backend
- Replies: 9
- Views: 1700
Thanks for the code. I ran it as suggested. On my machine, using the parameter 512, it runs slow but I can toggle between '0' and '1' without any problems. Hmm so it could be platform related either it is a problem in the Windows 32bit JOGL implementation or it's the OpenGL NVidia driver. I can try...
- Fri 13. Feb 2009, 13:30
- Forum: Backends
- Topic: Which version of JOGL?
- Replies: 2
- Views: 1322
- Fri 13. Feb 2009, 13:22
- Forum: Backends
- Topic: Which version of JOGL?
- Replies: 2
- Views: 1322
Which version of JOGL?
I'm wondering which version of JOGL is jReality using? In the jReality trunk repository the JOGL version seems not to be the same as the current release (1.1.1) from the official JOGL website. Since when I try this one it seems to be unable to detect JOGL correctly. Which also bares the question wha...
- Wed 11. Feb 2009, 13:01
- Forum: Programming Help
- Topic: Question concerning JOGL VertexArray implementation
- Replies: 11
- Views: 2261
Thanks for the information. No problem one major advantage I forgot to mention with VBOs you do not have to keep the client buffer lying around after you successfully created it you just need a handle to it for drawing, which is a major advantage especially with Java since it does not need to keep ...
- Tue 10. Feb 2009, 19:13
- Forum: Programming Help
- Topic: Question concerning JOGL VertexArray implementation
- Replies: 11
- Views: 2261
Btw I noticed with your experimental Vertex Array there might be some sort of memory leak since it uses up a lot of memory and I run out of Java VM memory shortly after awhile :cry: Hmm I think I have a feeling what could be the cause of that. The GLSLPolygonShader has a hashmap of all the buffers ...
- Tue 10. Feb 2009, 16:58
- Forum: Programming Help
- Topic: Question concerning JOGL VertexArray implementation
- Replies: 11
- Views: 2261
My setup: A new quad-core Intel machine with 4 Gbytes and an NVidia Quadro FX 5600 with 1500Mbyte memory. I'm not familiar with using FBO's to render geometry, just for rendering images. Can you provide a reference to where I might read about that? Hmm quite a beefy setup. I am only using a NVidia ...
- Tue 10. Feb 2009, 15:43
- Forum: Programming Help
- Topic: Question concerning JOGL VertexArray implementation
- Replies: 11
- Views: 2261
This is a brand-new tutorial which I cooked up because I wanted to find out be able to compare vertex arrays and display lists. You can read the results in the latest version of the tutorial here . As it mentions there, at least for the hardware I'm using and the situation of geometry that only cha...
- Tue 10. Feb 2009, 13:30
- Forum: Programming Help
- Topic: Question concerning JOGL VertexArray implementation
- Replies: 11
- Views: 2261
Question concerning JOGL VertexArray implementation
I stumpled across the tutorial for using VertexArrays. I noticed this could be a better solution to my problem I am experiencing currently with the default display list JOGL implementation. Also the performance is far better probably. Still not as good as it might be with VBOs but definitely a major...
- Tue 10. Feb 2009, 12:00
- Forum: Programming Help
- Topic: Serious problems with JOGL backend
- Replies: 9
- Views: 1700
Sure gunn no problem import javax.swing.JFrame; import java.awt.event.KeyListener; import java.awt.*; import de.jreality.geometry.QuadMeshFactory; import de.jreality.scene.*; import de.jreality.shader.CommonAttributes; import de.jreality.shader.DefaultGeometryShader; import de.jreality.shader.Defaul...
- Mon 9. Feb 2009, 17:35
- Forum: Programming Help
- Topic: Serious problems with JOGL backend
- Replies: 9
- Views: 1700
I don't think that will cause problems. You can simply overwrite the geometry of the scene graph component using the setGeometry() method on SceneGraphComponent. In fact, you should be able to do this without calling setVisible(false) beforehand. If you try this, let me know if you still have to tu...
- Mon 9. Feb 2009, 16:56
- Forum: Programming Help
- Topic: Serious problems with JOGL backend
- Replies: 9
- Views: 1700
I will try this as well but unfortunately that will not work in all of my cases since sometimes the grid size might change over the course of runtime. I don't think that will cause problems. You can simply overwrite the geometry of the scene graph component using the setGeometry() method on SceneGr...
- Mon 9. Feb 2009, 13:30
- Forum: Programming Help
- Topic: Serious problems with JOGL backend
- Replies: 9
- Views: 1700
This is indeed mysterious. Here's one thing you can do to try to debug it. ap.setAttribute(CommonAttributes.ANY_DISPLAY_LISTS, false); Sometimes display lists in the JOGL backend cause problems. Yeah that removes the problem but sure slows down the performance. I am surprised that JOGL is using dis...
- Mon 9. Feb 2009, 12:56
- Forum: Programming Help
- Topic: JOGL backend diffuse colour on simple points not working
- Replies: 2
- Views: 1088
You stumbled upon a bug in the JOGL back end. The problem had to do with the way that points are rendered when CommonAttributes.SPHERES_DRAW is false. The JOGL backend uses a so-called pixel sprite to represent the points. Ah good old point sprites I remember they being a problem as long as I can r...