As I stated, I reduced the problem to regular rectangles in order to
compare the drawing speed to regular GL which has functions for
drawing quads.
I was not doing anything to batch up the commands using either a VAR,
nor triangle list. I compared the operation doing exactly what I'm
doing now.
glBegin(GL_QUADS);
...
glEnd();
I can put this somewhere on the web if you guys want to take a look.
Drawing basic primitives filled with a single color is trivial in GL.
At the moment I've backed all the way back and I'm not clipping at
all. Now I AM interested in figuring out if its Java2D itself that's
slow. I'm running about 100 tests throughout the day that will draw a
thousand regular rectangles (to get a performance loss compared to
immedate mode DirectX or GL rendering) and compare that to the numbers
that I already have from the immediate mode tests. I will then compare
that to doing the same thing in BufferedImages to see how much
performance increase I get.
This is all quickly becoming fascinating to me because coming from my
work on JOGL I expected that an OpenGL accelerated pipeline would be
in the same ballpark, and I'm not really finding that to be the case.
I know that the pipeline implementation is early, but perhaps my
expectations may be a little bit different from yours.
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