fillRectList on openGL Graphic Context efficiency

No, its definitely not fast enough for my purpose. And it wastes the whole potential of OpenGL.
I already use rendering on a background thread (isolated from the message thread). I think there is an enormous potential for optimizing which should be used.

(Especially drawing Waveforms!)

If i render the same lines horizontally → its 100x faster, i think it should be not to complicated to modify the renderer that at least plain colored rectangles or horizontal lines will be rendered with less vertices. Especially this is important for people which using openGL for android, which still using pure CPU rendering.

BTW: Jules already mentioned rectangle rendering: “which is optimised to use a minimal number of triangles”, but it seems not true (maybe its just a bug/unintended?)

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