我有一個問題的其他PC(不是一個IM一直在努力),用下面的代碼上:LWJGL Display.update()太慢 - 驅動程序的問題?
public void run(){
initStuff();
initWindow();
initGl();
initTextures();
initParticles();
long lastFrame = System.currentTimeMillis();
long thisFrame;
long delta;
long time;
while(true){
glPushMatrix();
thisFrame = System.currentTimeMillis();
delta = thisFrame - lastFrame;
lastFrame = thisFrame;
System.out.println("[start loop] (last loop took " + delta + " ms)");
time = System.currentTimeMillis();
System.out.println("---clearing");
time = System.currentTimeMillis();
glClear(GL_COLOR_BUFFER_BIT);
System.out.println("------myupdating (clearing took " + (System.currentTimeMillis() - time) + " ms)");
time = System.currentTimeMillis();
myupdate();
System.out.println("---------painting (mydating took " + (System.currentTimeMillis() - time) + " ms)");
time = System.currentTimeMillis();
draw();
System.out.println("------------syncing (painting took " + (System.currentTimeMillis() - time) + " ms)");
time = System.currentTimeMillis();
Display.sync(60);
System.out.println("---------------disp updating (syncing took " + (System.currentTimeMillis() - time) + " ms)");
time = System.currentTimeMillis();
Display.update();
System.out.println("------------------[end loop] (updating took " + (System.currentTimeMillis() - time) + " ms)");
glPopMatrix();
}
// Display.destroy();
}
private void myupdate(){
}
private void draw(){
background.use();
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2d(0, 0);
glTexCoord2f(1, 0);
glVertex2d(800, 0);
glTexCoord2f(1, 1);
glVertex2d(800, 600);
glTexCoord2f(0, 1);
glVertex2d(0, 600);
glEnd();
for(Particle p: particles){
p.getTexture().use();
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2d(p.getX(), p.getY());
glTexCoord2f(1, 0);
glVertex2d(p.getX() + p.getWidth(), p.getY());
glTexCoord2f(1, 1);
glVertex2d(p.getX() + p.getWidth(), p.getY() + p.getHeight());
glTexCoord2f(0, 1);
glVertex2d(p.getX(), p.getY() + p.getHeight());
glEnd();
p.setX(p.getX() + 1);
}
所以,我說所有的時間輸出,看它會減慢這樣的 - 應答是Display.update()。以下輸出:
[start loop] (last loop took 340 ms)
---clearing
------myupdating (clearing took 0 ms)
---------painting (mydating took 0 ms)
------------syncing (painting took 11 ms)
---------------disp updating (syncing took 0 ms)
------------------[end loop] (updating took 330 ms)
[start loop] (last loop took 341 ms)
---clearing
------myupdating (clearing took 0 ms)
---------painting (mydating took 0 ms)
------------syncing (painting took 12 ms)
---------------disp updating (syncing took 0 ms)
------------------[end loop] (updating took 332 ms)
[start loop] (last loop took 345 ms)
---clearing
------myupdating (clearing took 0 ms)
---------painting (mydating took 0 ms)
------------syncing (painting took 12 ms)
---------------disp updating (syncing took 0 ms)
------------------[end loop] (updating took 331 ms)
[start loop] (last loop took 343 ms)
---clearing
------myupdating (clearing took 0 ms)
---------painting (mydating took 0 ms)
------------syncing (painting took 12 ms)
---------------disp updating (syncing took 0 ms)
所以,你看到了錯誤的東西。但是什麼?包含我的代碼錯誤?我不知道...謝謝!
60 FPS =每幀16.67毫秒,而不是測量的300毫秒。我猜測CPU-GPU總線在特定系統上的速度太慢,無法每幀傳輸每個粒子。 – Njol
可能,但很難指出這要歸功於緩存。 – TwoThe
那麼,我現在要做的是什麼?當我刪除同步()時,它幾乎相同。 –