jit.gl.sketch and CPU consumption
I need to draw several thousands of colored arcs in a jitter window. Right now, I am using a the GL environment and a combination of a
jit.gl.render to achieve this. I send all the vertices for each arc in GL format to the (same)
However, with several thousands of arcs, it gets really heavy on the CPU (30% of CPU without, around 100% with, measure with "Activity Monitor" on my MBP).
I would really need to make this lighter. Do you see a way to achieve this?
Would it be more efficient to use one
jit.gl.sketch per arc ? What about switching to
jit.gl.mesh or using
jit.gl.multiple? Would it be less heavy on the CPU ?
Currently, my rendering options are :
jit.gl.render: @auto_material 0 @depth_enable 0 @two_sided 0 @blend_enable 1
jit.gl.sketch: @auto_material 0 @depth_enable 0 @two_sided 0 @pushstate 0 @blend_enable 1
Any idea is welcome…
Hi vanille béchamel,
Thank’s for your reply.
I actually found another way to drastically reduce the CPU consumption of the drawing with enabling the "displaylist" option of
jit.gl.sketch. As I understand it, it creates a cache of the elements to display. In my system I only add static arcs. So the cache seems very efficient.
I went down from about 100% to 12% !!!
Is there another way to minimize the load when drawing a few thousands of objects?
I’m writing a drawing program where spheres are drawn on a jit.gl.sketch.
I need to be able to change the viewpoint so I’m drawing spheres one next to another to draw a line, but it chokes really fast.
I can’t use the lineto command because I can’t control the individual width of each linesegment (I think)
I think the lineto drawing can be affected by a thickness (I don’t remember the command though). You may have a ligther way to draw your line if I’m right about that. Have look in the doc for OpenGL commands. Or even in the doc of OpenGL itself.
indeed the gllinewidth does exactly that, unlike the line_width message.
Now up to the anti-aliasing
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