![]() ![]() Can c++ opengl really perform better than the Java bindings? Maybe I am just doing stupid stuff in my code, but still want to ask for the community's experience.Īnd that's why I am considering rewriting the entire thing in c++. MoltenVK updated to 1.1.5 and added SPIRV-Cross bindings 2. But more important for me: if you find a bug and report it here or on GitHub, it. There might always be a slim chance that some GL function in some bizzarre extension, which no one used before, was not correctly mapped (missing or wrong-typed parameters). I stole optimization ideas and such, but I never could get even close to the c++ speeds. LWJGL is a Java library that enables cross-platform access to popular native APIs. in my opinion, LWJG元 is really stable right now. Later, I decided to integrate a path tracer into the thing, I noticed that with using more buffers and other communication with the GL API, I was feeling more and more the lack of pointers and the overall unsuitability of Java for low-level stuff.Īlso, when I tried optimizing the path tracer, I found another person who had done the same algorithm, but in c++ and got twice the performance (I ran it on my machine). Since I had just started learning Java at school and did other projects in it, decided to use LWJGL for the purpose. Some time ago I began making a graphics helper/game engine to learn openGL. ![]()
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