Hi Michael,
Yes, this is a server bug and a backport to 8u and 9 is also being
consider at this moment. Thanks for bringing it to our attention.
Thanks,
- Chien
On 4/18/17, 2:22 AM, Michael Paus wrote:
Hi
In
https://bugs.openjdk.java.net/browse/JDK-8178804
"Excessive memory consumption in
To: openjfx-dev@openjdk.java.net
Cc:
Bcc:
Date: Fri, 14 Apr 2017 15:04:20 +0200
Subject: Re: JavaFX graphics performance
If what you want is the best performance than neither JavaFX nor web
technologies will do. Qt as you mentioned will be much faster and it has
native support for embedding OpenGL. In addition
Hi
In
https://bugs.openjdk.java.net/browse/JDK-8178804
"Excessive memory consumption in TriangleMesh/MeshView"
you wrote:
There is a missing divide (by VERTEX_SIZE_VB) when computing the growth
of vertexBuffer array as needed. Hence it has the potential of creating
a vertexBuffer and some
> Thanks for any of your ideas on that.
>
> Regards
>
>
>
> -- Message transféré --
> From: Mattias Eliasson <mattias.elias...@medsa.se>
> To: openjfx-dev@openjdk.java.net
> Cc:
> Bcc:
> Date: Tue, 11 Apr 2017 14:49:10 +0200
> Subject:
Thank you. We'll take a look at them. The "Excessive memory consumption"
should be transfered to the JDK project in a day or two.
-- Kevin
Michael Paus wrote:
Hi,
I have done that already here
"Severe performance drop for scene graph path rendering."
BTW, it is a bug that we are unaware of if you are seeing a 60X nominal
memory consumption in your program. Please file a JIRA with a test
program and we will investigate it.
Thanks,
- Chien
On 4/10/2017 1:08 PM, Kevin Rushforth wrote:
We are planning some performance improvements in JDK
: Mattias Eliasson <mattias.elias...@medsa.se>
To: openjfx-dev@openjdk.java.net
Cc:
Bcc:
Date: Tue, 11 Apr 2017 14:49:10 +0200
Subject: Re: JavaFX graphics performance
Excessive memory usage is more of a well documented JDK problem that
impacts the performance of many applications. Especiall
Excessive memory usage is more of a well documented JDK problem that impacts
the performance of many applications. Especially when having a large collection
of instances of the same class. In C++ an array of objects are in memory
similar to an array of structs. In Java they are arrays of
We are planning some performance improvements in JDK 10, mostly in the
areas of CSS and layout. If you have specific concerns in other areas we
could look into them. Having a specific test case that shows a
performance problem would be a good start.
-- Kevin
Michael Paus wrote:
Hi,
more
Hi,
more and more people ask me why I am still doing GUI development in
JavaFX instead
of following the mainstream and use some web technology. One of the
arguments
I could use in the past was performance but nowadays this does not seem
to be such
a valid argument anymore. Web technologies
On 1/06/2013 02:24, Daniel Zwolenski wrote:
Can anyone recommend any good screen capture software for windows? Not sure
it would capture this problem but it would be useful for some of the other
problems I'm seeing in the TD game that I can't seem to reproduce in small
snippets of code.
I used
I tried your pixel snapping one and it is on par with the JScript version,
so it could be that either my system or my eye prefers that option. Good to
know we can switch between them at least to cater for different devices.
That project I captured in the last email had a fixed brand/model of
...@oracle.com]
Sent: Friday, 31 May 2013 01:12
To: John C. Turnbull
Cc: openjfx-dev@openjdk.java.net
Subject: Re: JavaFX graphics performance and suitability for advanced
animations
Hi John,
Graphics? Yes, to a point. But my post was really about graphics and
the issues related to performance
@openjdk.java.net
Subject: Re: JavaFX graphics performance and suitability for advanced
animations
Hi John,
Graphics? Yes, to a point. But my post was really about graphics and
the issues related to performance. Again, unless those issues are
resolved then it's not appropriate to state that JavaFX
Taking a quick look at the code it seems that the animation time for ball
updates is fixed at 40ms using a Timeline with a single KeyFrame. So
25fps, half the refresh speed of any known desktop computer display.
brickbreaker/Config.java:40
public static final Duration ANIMATION_TIME =
Btw, there is a JIRA issue filed against BrickBreaker specifically:
https://javafx-jira.kenai.com/browse/RT-29801
Richard Bair wrote:
Have you tried to determine what the FPS is? My guess is that FPS is not
anywhere near the limit and it is the occasional stutter that is the problem,
but I'm
Just on the topic of what should we expect performance/animation/graphic wise,
are there technical limitations why jfx can't achieve this exact level of
quality in animations:
The link didn't work for me, is there another link? (It came up with a page of
videos, the top one being video.3gp)
Richard
On May 31, 2013, at 8:46 AM, Daniel Zwolenski zon...@gmail.com wrote:
Just on the topic of what should we expect performance/animation/graphic
wise, are there
Flip the link from Mobile to Desktop at the top.
I think JavaFX could easily handle this.
Scott
On Fri, May 31, 2013 at 12:08 PM, Richard Bair richard.b...@oracle.comwrote:
The link didn't work for me, is there another link? (It came up with a
page of videos, the top one being video.3gp)
Patch attached to https://javafx-jira.kenai.com/browse/RT-29801. I'm not seeing
any stutter on my Mac, interested to hear the experience on Windows.
Richard
On May 31, 2013, at 8:44 AM, Richard Bair richard.b...@oracle.com wrote:
Ya I did the same, am now adjusting it so the factor by which
The magnifying glass is harder (but with render to image you could do it I
think). Otherwise I agree this should be quite doable.
Richard
On May 31, 2013, at 9:17 AM, Scott Palmer swpal...@gmail.com wrote:
Flip the link from Mobile to Desktop at the top.
I think JavaFX could easily handle
I don't know if there is the same behavior in JavaFX as in Swing, but using
Swing for complex animated rendering of texts, we discovered that if we used
the standard way of daring the strings in a Graphics2D, there was a kind of
Jitter on each String when moving or rotating the texts, the
We used the second method in a case where we painted animated Swing hierarchies
in an external OpenGL context, each character associated bitmap was cached when
it was necessary to draw the Glyph. The result seemed ok to us. Now I'm
thinking that we could have done the same thing in pure Java
The text in PowerPoint is very likely outlines (treat the text as shapes) since
there isn't much text per slide and its usually very large (in fact most render
engines stop rendering text as glyphs at a given size -- for us it is 80pt.).
H. I wonder if you used an 81pt font and scaled it
The text in PowerPoint is very likely outlines (treat the text as shapes)
since there isn't much text per slide and its usually very large (in fact
most render engines stop rendering text as glyphs at a given size -- for us
it is 80pt.). H. I wonder if you used an 81pt font and scaled
On 5/31/13 4:52 PM, Richard Bair wrote:
The text in PowerPoint is very likely outlines (treat the text as shapes) since
there isn't much text per slide and its usually very large (in fact most render
engines stop rendering text as glyphs at a given size -- for us it is 80pt.).
H. I
The text in PowerPoint is very likely outlines (treat the text as shapes)
since there isn't much text per slide and its usually very large (in fact
most render engines stop rendering text as glyphs at a given size -- for us
it is 80pt.). H. I wonder if you used an 81pt font and scaled
No problem. I wish I took a look sooner!
Scott
On 2013-05-31, at 4:45 PM, Richard Bair richard.b...@oracle.com wrote:
I pushed the fix to graphics. Thanks Scott for tracking that down! It looks
10x better.
Richard
On May 31, 2013, at 9:25 AM, Richard Bair richard.b...@oracle.com
A little bit more esoteric, but some not very nice looking rendering when
animating a very lightly styled Node:
https://javafx-jira.kenai.com/browse/RT-30830
On Fri, May 31, 2013 at 12:07 PM, Daniel Zwolenski zon...@gmail.com wrote:
Jittery text when scaling in an animation:
Did we try turning cache to true and cache hint to SPEED?
A simple game I wrote used some basic animation of about 50 nodes with
effects applied to them (translucent, blur, sectioned viewports into a large
Image) and without caching ran painfully slowly. Setting caching to true and
Hello,
Concerning my previous question, is it planned to provide some kind of shape
drawing for JavaFX 8 in the graphic context, or is it safer to assume that the
scene graph will be the preferred way to handle this (apart from the svgpath
drawing of course)?
I have the same kind of question
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