Hi everybody,
My application is having problems to perform good on some ATI devices like the ATI X300 .
I my main loop I use this code only:
while (true)
{
if (isVisible())
{
repaint();
}
Display.sync(60);
}
Could you give me some tips to make my app run faster on those ATI devices?
thank you
What are the symptoms of the performance problem? You aren't getting 60fps?
Are you running in windowed mode?
There isn't much of an "app" if that's all there is. I would be surprised if you could optimize that much more. :lol:
EDIT: Nevermind, I can see that you are probably using the AWTCanvas :D Can you paste the rest of the class?
here is the code:
I use AWTGLCanvas
i run the app in windowed mode.
on my graphic card it runs perfect with 0% CPU
on a X300 ati it is 60% cpu and really slow.
I use display lists. with a huge polygon model in my scene.
this app is running better on another openGL engine with the X300 card and I would like to increase the performances for all old ATI cards
thank you
public AppletCanvas(PixelFormat pixel_format) throws LWJGLException {
super(pixel_format);
Thread t = new Thread() {
public void run() {
while (true)
{
if (isVisible()) {
repaint();
}
Display.sync(60);
}
}
};
t.setDaemon(false);
t.start();
}
QuoteI use display lists. with a huge polygon model in my scene.
Can you post the display list creation code (maybe the rendering code as well)? How big of a model are we talking about? 100,000 polygons?
Quotethis app is running better on another openGL engine with the X300 card
What do you mean that this app is running better on another OpenGL engine? Do you mean another game engine is showing the same data (i.e. the same model)? How much better are we talking about? A few frames per second or double the speed?
Its possible, its as fast as its gonna get. :cry: (although I would be surprised if this was the case if another engine, on the same computer, showing the same model, was faster)
model 250 000 polygons
the other engine is faster with the same data...
seems strange to me.
I am going to try not to use AWTGLcanvas