Hello,
Sorry for the terribly noob-esque inquiry, but I was just playing with glAccum in my jogl program, to implement an antialiasing solution, 'cause why not, and I noticed it’s VERY slow indeed. I am rendering simply 4 shaped cubes each frame, and using 4 to 8 passes with the accumulation buffer (using the example code from the red book, 3rd edition) slows me down to right about 6/8 FPS on my brand new intel iMac.
2.0 GHz Intel Core Duo
1 GB RAM
ATI Radeon X1600 256MB
PCI Express
The standard upgraded one.
I ran also Apple’s OpenGL Profiler, and it’s spending about 90+ percent of the OpenGL time in glAccum(…). So, then is this an expectable drop for any situation, a slowdown due to the binding of native code to Java, an artifact of the build to Intel code, a known JOGL bug, or perhaps I’m just being stupid and trying for antialiasing the entirely wrong way…?
Anyhow, let me know what you think of, so’s I can stop wandering around ignorant.
–Scott