[Fluxus] The cost of text?
evan.raskob [lists]
lists at lowfrequency.org
Mon Sep 26 02:53:54 PDT 2011
I think we're stuck with textured triangles, FYI - OpenGL ES 2 and all (I've been deep into that lately)
Quads are soooo 200X !
-Evan
On 20 Sep 2011, at 15:09, David Griffiths wrote:
> On Tue, 2011-09-20 at 15:44 +0200, gabor papp wrote:
>> hi Kas,
>>
>>> For reference; I tried to keep the FPS at about 30 and was testing with "top
>>> -d 1". The difference I was seeing was between about 45% and 65% CPU load so
>>> that's quite a significant increase for displaying a paragraph.
>> i haven't checked the editor code for a long time, but i remember fixing
>> the load dialog a while ago. it was very slow in directories containing
>> lots of files, because it was displaying everything, even all the lines
>> out of screen. it is possible that the editor does the same. and there
>> might be other things to optimize as well if it's still not enough.
>
> I don't think the editor displays text which isn't visible above or
> below the page, but it possibly tries to render text off the right hand
> side (not that this should be a super common problem if it does).
>
> The old editor used to use textured quads for each character which is
> much faster, currently it renders each glyph as geometry created by the
> glu tessellator - although they are cached so they are only created once
> per character used. This is much more readable, but does indeed have a
> cost relative to the number of characters. It's more than possible that
> some simple optimisations could help here.
>
> I would like to at least have the text rendering method optional, so we
> can switch back to rendered quads for things like the android version.
>
> I had hoped to get some progress on this by now, but things as they are
> it's difficult for me to get any fluxus work done (trying to direct
> future funding in this general direction).
>
> cheers,
>
> dave
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