Are you overriding update() and paint() and do you
setIgnoreRepaint(true) on your component?
[EMAIL PROTECTED] wrote:
I am using BufferStrategy with 2 buffers to render off screen and then blast
the contents on to the screen and I am impressed with the simplicity of it and
its performance.
Hi Ken,
I realise that I need to override update() to just call paint() but what should
I override paint() to do? Should it just call my rendering method?
--
And loving it,
-Qu0ll (Rare, not extinct)
_
[EMAIL PROTECTED]
[Replace the SixFour
OK I have it working by overriding paint() to call the rendering method but
this seems like a bit of wasted effort, at least on some occasions. Anyway,
it's working but I have noticed that almost every render has to happen twice
because the strategy.contentsRestored() method returns true.
Is
I would revert to the use of the Java Docs recommended do/while loops.
They work well. And you will have to figure out when to call your
rendering method.
I use MemoryImageSource and render with the do/while loops
in my newPixels() method. I use paint() with the do/while
loops for expose
Hi,
[EMAIL PROTECTED] wrote:
Sorry Dmitri, very unprofessional of me.
It's Windows Vista and JSE 6 Update 10 b26.
First, on Vista with Aero enabled you'd get
that black flashing occasionally, this is just
the way Aero works. You can get the same artifacts
with native Direct3D
Hi Ken,
Thanks for your input.
I would revert to the use of the Java Docs recommended do/while loops.
They work well.
How are my loops any different other than printing out the return statuses?
And you will have to figure out when to call your
rendering method.
Yes, that's what I am
[EMAIL PROTECTED] wrote:
Our experiences differ, then. It works just fine
if you
have RANDR extension set up and configured.
Try running your application with J2D_TRACE_LEVEL=4
env.
variable set, see if it prints out any errors.
No errors reported.
We have only seen a handful of