Internal scene graph redraw handling
Dr. Michael Paus
mp at jugs.org
Tue Sep 8 18:14:23 UTC 2015
Hi,
I want to do some performance tuning of a JavaFX application of mine but
before
I can start with that I have to learn a little bit about the scene graph
redraw handling.
Maybe there is someone on this list who can help me there.
What I want to achieve is a super smooth animation (movement) of my
scene graph.
Let's assume the scene graph itself can be redrawn fast enough in less
than 1/60s.
In addition let's assume the scene graph contains a canvas which only
has to be
updated from time to time but an update of the canvas takes
substantially longer.
Let's say it takes 1s.
When an update of the canvas is in progress will this delay the next
pulse until all
internal drawing within the canvas is finished? From my observations I
think so.
If I submit my drawing calls to the canvas in smaller chunks via
Platform.runLater
calls will these also delay the next pulse or will the execution of
these calls be
delayed in favor of the scene graph update?
I hope my goal has become clear. I would like to be able to spread the
update of
the canvas over several scene graph redraw cycles so that an animation
of the
canvas stays smooth although the content builds up more slowly.
Michael
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