Massive slowdown when drawing textures

We are developing a level editor for our own custom video game for a class in college. We are using a GLJPanel as you can see here to show the current map you are working on. The tiles are diamonds because our game is isometric. Now our problem is when you click on one of the props in the left window (which are simply jlabels modified by a custom cell renderer to print out a mini picture of our prop) and drag it into the mapview we get a ridiculous slowdown. It works fine (i. e. no slowdown) on my computer (NVidia 6600GT) but my partners computer (ATI X700) has the slowdown. The fact that we are both using considerably nice graphics cards and that we are drawing mere textures leads me to believe it is not a hardware issue. In any event it is really confusing us and we would like some help. If anyone has seen this before please respond ASAP.

http://www.cc.gatech.edu/people/home/fender46/ss.bmp

This sounds like a driver-related issue. Are you running on Windows? If so, are you specifying -Dsun.java2d.noddraw=true when launching your app? This flag is described in the JOGL Users’ Guide. If not, does that flag change the behavior?

What version of JOGL are you running? Could you try upgrading to the current nightly build if you’re running a significantly older version?

Is there a specific reason you’re using a GLJPanel rather than a GLCanvas? It doesn’t look like there are any components overlapping the OpenGL view in your application.

Could you provide a test case for this problem? If so, could you file a bug with the JOGL Issue Tracker and attach it? You’ll probably need to be an Observer of the JOGL project in order to do so.

My parter was playing around and set the textures to mipmap and it fixed the whole problem. I greatly appreciate your speedy reply!

The fact that switching to mipmapping fixed the issue still doesn’t convince me that the original problem is fixed, so I will answer your questions and try your suggestions anyway.

I will try the -Dsun.java2d.noddraw=true on launch.

We are using the newest JOGL build off the website.

We are using a GLJPanel because we need a lightweight component. The menus (help and monsters) will overlap the screen.

I will continue to test and file a bug report if we can find a sufficient example.

Well but file the bug-report at ATI since its very unlikely this is a bug in JOGL or in Java.
We’ve developed several OpenGL based applications and what I can tell you is that ATI’s OpenGL drivers are seriously broken on all platforms we’ve testen on (Linux/Windows) while Direct3D works quite fine. It seems a priority issue for ATI - most games are Direct3d and to fix the OpenGL driver to support some of the most popular OpenGL games is easier (most of them are quake3/doom3 based anyway) than re-writing the crappy codebase.

Thats it, lg Clemens

Hm, I rarely actually have problems with OpenGL on ATI, at all. Admittedly I don’t do that much fancy stuff but then again, most stuff isn’t actually that fancy at all anyway. This sounds more like a curiosity of AWT to me.

Cas :slight_smile:

Yipie, I was right g
Shame on ATI :wink:

lg Clemens