Open
Description
Created by: JeremyEastham
Description
When rendering with either the P2D or P3D renderers, there is a noticeable pause on the first frame of the sketch if background
is not called. Normally this pause is not very long, but this pause becomes more noticeable at higher resolutions and if multiple PGraphics
objects are used as buffers.
Minimal Code to Reproduce
void setup()
{
fullScreen( P2D );
}
void draw()
{
fill( frameCount % 2 * 255 ); //Flash every odd frame
rect( 0, 0, width, height );
//A workaround would be to replace the above lines with background(...);
}
Testing Code
//Testing variables
boolean callBackground = false; //Toggle bug
boolean useBuffers = false;
int numBuffers = 2;
//Public variables
PGraphics[] buffers;
long startTime; //Time when setup returns
void setup()
{
fullScreen( P2D ); //Also works with P3D
background( 0 );
noStroke();
fill( 0 );
if( useBuffers )
{
//Allocate buffers
buffers = new PGraphics[numBuffers];
for( int i = 0; i < numBuffers; i++ )
buffers[i] = createGraphics( width, height, P2D );
}
//Record time before first frame
startTime = millis();
}
void draw()
{
if( frameCount == 1 ) //1st Frame
{
if( callBackground )
background( 0 );
else
rect( 0, 0, width, height );
if( useBuffers )
for( PGraphics buffer : buffers )
{
buffer.beginDraw();
if( callBackground )
buffer.background( 0 );
else
buffer.rect( 0, 0, width, height );
buffer.endDraw();
}
}
if( frameCount == 2 ) //2nd Frame
{
long elapsed = millis() - startTime;
fill( 255 );
text( "2nd frame took " + elapsed + "ms", width / 2, height / 2 );
println( elapsed + "ms" );
}
}
With the testing code above, the amount of time to render the 2nd frame is ~40ms when callBackground
is false and ~4000ms when callBackground
is true (without buffers). Adding buffers increases the time by multiple seconds.
Your Environment
- Processing version: 3.5.4 (have not tested with Processing 4)
- Operating System and OS version: Windows 10.0.19043 Build 19043
- Other information: Intel Core i5-10210U with Intel UHD Graphics 620