| Commit message (Collapse) | Author | Age | Files | Lines |
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GraphUI.Scene using RegionRenderer's viewport (no duplicate)
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(view-based in model-space), have Scene manage resources in full.
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in model-space.
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markShapeDirty() to force reupload of texture-coordinates; Also don't mute audio, user shall configure the GLMediaPlayer...
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1st draw
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sceneDistance; Expose the scene-plane AABBox and add surfaceToObjSize() to compute surface-size in object coords.
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setTextureLookupFunctionName(..) before using hash and/or code.
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infinite dimension
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lookupFunction on Uninitialized state
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not testing using jars but classpath)
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'oculusvr.enabled'
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explicitly to set the name upfront, clarifying workflow. Impl: ImageSequence + GLMediaPlayerImpl
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and is references.
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reset on Init: GLMediaPlayer.initGL() + recreate GLRegion
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Use private isPausedOrPlaying() to determine shaderCodeHash
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2-pointer zoom; Scene: Align method names..
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TextRegionUtil: Use pre-calc'ing buffer sizes for GLRegion;
TextRendererGLELBase: Fix temp AffineTransform usage
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showing test-texture. Adding stop(); (API Change)
- allow multiple initGL(..) @ uninitialized and initialized
- allows usage before stream is ready
- using a test-texture @ uninitialized
- adding stop()
API change
- initStream() -> playStream()
- play() -> resume()
FFMPEG: Added 'ready' check for robustness
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allowing access w/o jars. TODO: Test Android.
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bottom-left or bottom-right corner. Rename translate -> position.
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for easy deployment and test w/ junit/ant
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Root package is 'com.jogamp.graph.ui.gl', i.e. a sub-package of Graph denoting UI and OpenGL usage.
Implementation will stay small, hence relative files size costs are minimal.
Source and build is in parallel to nativewindow, jogl and newt
and has a dependency to all of them.
The NEWT dependencies are merely the input listener ..
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general functionality in UIShape (drag, ..)
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RegionRenderer.init(..) renderModes argument
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Fix for AWT GLCcanvas DPI scaling. Forum thread https://forum.jogamp…
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https://forum.jogamp.org/DPI-scaling-not-working-td4042206.html
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proper filenames for screenshots)
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Consider applying it in default chooser?
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modify values if text and/or font differs, skipping markShapeDirty() saves performance.
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undesired (Graph VBAA + MSAA); Add NonFSAAGLCapabilitiesChooser
Notable: On RaspiPi4b w/ Mesa3D's Broadcom/VC driver,
the chosen capabilities is a multisamnple one even though not requested.
This causes
- extra performance overhead
- doubled AA: 1st our VBAA, then the FSAA (multisample) -> loss of sharpness
Simply dropping the undersired FSAA helps and ups performance
on the Raspi board (22 -> 35 fps).
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comparing the VisualID first; Added VisualIDHolder.isVisualIDSupported(VIDType)
We cannot accept 2 capabilities with different VisualID but same attributes otherwise accepted as equal,
since the underlying windowing system uniquely identifies them via their VisualID.
Such comparison is used in certail GLAutoDrawable implementations like AWT GLCanvas
to determine a configuration change etc.
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region, i.e. have a proper resolution independent layout.
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fit on small displays
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PC 'regioned' perf enhanced a little bit, for some reason the RPI performance went down a tiny bit (fluctuations?).
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+ 3.4ms (draw), PC 2.97ms (Region) + 0.36ms (draw) (GOOD)
Performance update from commit 607eb99b9cad227dd7be6d149c6b6cf57d060c35
(Note: There I mentioned the total duration for 20 frames, not per frame)
A Performance @ 2.4.0 with 119,787 vertices:
- doc/curve/tests/perf00/rpi4_old.log
- RaspiPi4 57.20ms (Region) + 23.4ms (draw)
B Performance @ commit 607eb99b9cad227dd7be6d149c6b6cf57d060c35 with 81,092 vertices:
- doc/curve/tests/perf01/rpi4_7.log + doc/curve/tests/perf01/pc_7.log
- RaspiPi4 11.76ms (Region) + 3.5ms (draw), PC 3.4ms (Region) + 0.35ms (draw)
C Now with 81,092 vertices (and a slight bigger buffer due to 'count' pre-size):
- doc/curve/tests/perf02/rpi4_10.log + doc/curve/tests/perf02/pc_10.log
- RaspiPi4 10.25ms (Region) + 3.4ms (draw), PC 2.97ms (Region) + 0.36ms (draw)
Hence we enhanced performance from A -> C reasonably.
Most important is that neither 'Flight Recorder' not 'Visual VM' could identify
Region.addOutlineShape()'s triangulation nor vertices compounding to be
significant throttle.
After further triangulation bugfixes (delauny tesselation),
we might analyze performance of this method further.
Enhancements of VBO GLArrayData data management
where Region.addOutlineShape() finally we pushes the data into the VBO
helped to remove certain overhead.
Mostly the buffer-size enhancements including API-hooks to count the required vertices & indices
to issue Region.setBufferCapacity() helped to ease the GC.
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