Thanks Nicholas,
Yeah, loading images and creating textures (I think that's because of TextureIO in JOGL) are slow. But once the textures created with the images, it is fast enough, and the animation is smooth. If the application loads 30 or 40 images, probably it would be ok, but if the application loads 1000 images, then it would take a while to load all the images and create the textures. To load 1000 of images, probably the app code may need to create each item and set the image using display.asyncExec or something like that... The UI might be a little sluggish until all the images/textures loaded. That's one of the areas we would need to look into in the future.
Hiro
Nicolas Richeton ---10/21/2010 04:01:25 AM---Hi Hiro, This is a very nice widget and I hope it will be able to pass the ip review. I made a simil
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Nicolas Richeton <nicolas.richeton@xxxxxxxxx> |
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Nebula Dev <nebula-dev@xxxxxxxxxxx> |
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10/21/2010 04:01 AM |
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Subject: | ![]()
Re: [nebula-dev] Flow widget |
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nebula-dev-bounces@xxxxxxxxxxx |
Hi Hiro,
This is a very nice widget and I hope it will be able to pass the ip review. I made a similar widget in my open source project "Sharemedia" but I didn't have time to turn it into a generic one.
Is your widget able to load images on demand , without slowing down the next/previous animation ? This is something I had issues to achieve with LWJGL.
Nice work.
Nicolas
Le 20 oct. 2010 à 14:55, Hiroyuki Okamoto <hokamoto@xxxxxxxxxx> a écrit :
Thank you Tom,
I updated my comment on the bug report.
In my opinion, a couple of possible options:
1) remove JOGL lib from the project simply or
2) replace JOGL API with OS OpenGL API. (it would take a while to do this though)
btw,
another concern is Flow widget requires JavaSE/Java2D, since JOGL depends on JavaSE/Java2D (like BufferedImage, Rectangle2D so on)..
Regards,
Hiro Okamoto
Lotus, IBM Software Group
mailto:hokamoto@xxxxxxxxxx
<graycol.gif>Tom Schindl ---10/20/2010 04:55:58 AM---Hi, Thanks for your contribution the widget looks awsome! I've added a
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