jodysowald
jodysowald
The canvas is not currently resizing nor is its visibility changing. If it is relevant, I do have overlapping transparent boxes in the javafx application
hold on, more information incoming
Nevermind, apparently a resize is being invoked though the width and height are not changing... I guess i need to debug the JFX layout. That's my bad. Thank you.
I am optimizing resource usage so 90 FPS draw calls to the gpu would be troublesome. I may invent a little rate limit in the render code like ``` if(event.delta...
btw. Resize on the JavaFX node is being invoked, but the reshape event is not as width and height are not actually changing
``` getChildren().add(canvas); canvas.setManaged(true); canvas.setLayoutX(0); canvas.setLayoutY(0); canvas.minHeightProperty().bind(heightProperty()); canvas.prefHeightProperty().bind(heightProperty()); canvas.maxHeightProperty().bind(heightProperty()); canvas.minWidthProperty().bind(widthProperty()); canvas.prefWidthProperty().bind(widthProperty()); canvas.maxWidthProperty().bind(widthProperty()); canvas.minHeightProperty().addListener((a,b,c)->{ canvas.minHeightProperty().get(); log.info("canvas resized"); }); ``` This is still causing many extra resize calls to my render function. This...
Thank you! should i expect any internal issues using this style of workaround for now? ``` long lastDrawNano = System.nanoTime(); public void render(GLRenderEvent event) { //simple rate limiting on render....
I have never used it before, but was given the advice, relative to working with OpenGL, that it can automatically give me performance profiling and comparison of multiple runs of...
Thank you!
Are there any plans for this?