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
