Speed Issues with Jogl

I’m developing a simple JOGL project with a small group of people, but the code we have so far executes excruciatingly slowly on my machine, but fine on everyone elses, despite my machine having better specs (better graphics card and faster processor). This would seem to suggest there’s a problem with my setup.

Jogl reports the following:
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 6800 GS/PCI/SSE2/3DNOW!
GL_VERSION: 2.0.1

The GL version is newer than some of my team mates’, and I also have a dual core processor. Other than that I can’t think of any differences. We’re all using the same version of jogl (the latest release) on windows. Anyone have any ideas?

Thanks,
Nick

Do the JOGL demos run well on your machine? Gears? VertexProgRefract? ProceduralTexturePhysics?

What’s the bit depth of your desktop? If it isn’t 32-bit, please set it to that and see if it changes anything.

Could you define “excruciatingly slowly” a bit more precisely? Are you getting at least 60 FPS?

Have you tried installing a DebugGL pipeline (see the commented-out code in the Gears demo for how to do this) and seeing whether any GL errors are reported by your code?

By excruciatingly slow I was talking < 1fps, the demos work fine though…

Adding a DebugGL magically made it run fine… although didn’t give any errors. How strange.

Thanks for the help

I wouldn’t recommend running with a DebugGL all of the time. I’m surprised it didn’t isolate the problem immediately, but it sounds like some operation your code is doing is causing OpenGL errors to be produced. You should try to isolate the area in your code causing the slowdown and figure out why these errors are occurring.

As i have mentioned in another post i have exactly the same problem in a pc with an Asus 128 MB. I have not managed to fix it…