I was wondering, about how many textured polygons should I be able to render per frame, using PGraphicsOpenGL, where the sketch will still run around the default 60 fps?
I'm doing this in Eclipse, using the JOGL calls (gl.glVertex3f() etc. ) rather than built in p5 ones, and I feel like I'm losing framerate at a much faster rate than I should be.
In addition, to see if I need to change how I do things in future projects:
Is JOGL significantly slower than 'normal' OpenGL? (i.e. doing it through C).
Is the way PGraphicsOpenGL uses JOGL significantly slower than just doing an implementation in straight Java? (I'd hate to have to give up all the p5 niceties. :P ).
Finally, I've seen VBO's mentioned around on the forums, would using those provide a significant speed increase?
Thanks. :)
I'm doing this in Eclipse, using the JOGL calls (gl.glVertex3f() etc. ) rather than built in p5 ones, and I feel like I'm losing framerate at a much faster rate than I should be.
In addition, to see if I need to change how I do things in future projects:
Is JOGL significantly slower than 'normal' OpenGL? (i.e. doing it through C).
Is the way PGraphicsOpenGL uses JOGL significantly slower than just doing an implementation in straight Java? (I'd hate to have to give up all the p5 niceties. :P ).
Finally, I've seen VBO's mentioned around on the forums, would using those provide a significant speed increase?
Thanks. :)
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