JSui performance issues
Hello,
I'm re-building a graphic interface for the 4th time and it seems every
approach is problematic.
To make it brief, you create/drag graphic objects made of one centered
circle and one circle for the adjustable radius. Nothing fancy.
- Java UI : tremondously cpu hungry. Event handling is a nightmare
- Java based external sending messages to an LCD : less hungry but still
unacceptable for realtime. Event handling still a nightmare
- C external sending messages to an LCD : very very good performances
BUT i am limited to the LCD features (no alpha channel). Event handling
still a nightmare
- JSui : Very handy event handling. Lots of drawing features.
Antialiasing. Alpha channel. Unfortunately, tremondously cpu hungry.
I know my code is dirty at this point, but i've watched the same cpu
spikes using technoui so i suspect it's JSui's law.
Is there anyway to have a sprite behavior in JSui (like in LCD) ? Or do
i have to redraw all my things when i just want to move one without
leaving traces behind (erase / redraw everything when you just change
one thing) ?
This second solution seems to lead to HUUUUGE CPU usage (sometimes 100%
of one core) when you got several things to draw.
At the time i'm writing, i have only 4 circles objects on my scene, and
trying to change ones color continuously with a color swatch and a very
simple frgb function (like you have in any jsui examples) makes my mouse
stutter and my cpu goes to the clouds...
Max 4.6.3 / XP SP2 / DualCore 2.16Ghz / NVIDIA GeForce Go 7800 GTX
Thanks in advance
f.e
--
f.e chanfrault | aka | personal computer music
>>>>>>> http://www.personal-computer-music.com
>>>>>>> | film soundtracks, sound art, music |
You might consider building your UI in OpenGL with jit.gl.sketch and/or jit.gl.gridshape. Then you get the GL benefits you're seeing in JS, but with hardware, rather than software rendering.
jb
Increase the shapeslice attribute in the jit.gl.sketch to get better looking circles.
I redid a couple of my old JSUI interfaces in Jitter a couple months ago, and both saw a large decrease in CPU use even without hardware rendering. It really seems like the best way to go.