The best workaround is to write your own bi-linear
interpolator.
Best Workarround? This means loosing hw-accaleration :-/
They are the easiest
interpolator to write and then you won't have to
argue with the SUN guys...
Well, I am sure the SUN guys are happy about every report they get.
-
... and a screenshot of an inset of the generated image along the horizontal
seam.
http://napoleon.mimvista.com/~pjacobs/seams.jpg
[Message sent by forum member 'jacobspd' (jacobspd)]
http://forums.java.net/jive/thread.jspa?messageID=328686
Dmitri -
Thanks for the response. Here's the j2d trace output:
[I] OS Version = OS_VISTA or newer
[I] CheckAdaptersInfo
[I] --
[I] Adapter Ordinal : 0
[I] Adapter Handle : 0x10001
[I] Description : NVIDIA GeForce 8800 GT
[I] GDI Name, Driver : \\.\DISPLAY2, nvd3dum.dll
Yep, you're right, they're there allright. I see on my system as well now.
Filed: 6798642: D3D: visible seams when scaling from non-accelerated image with
bilinear filtering
Will be available on bug parade in a couple of days.
Dmitri
[Message sent by forum member 'trembovetski' (trembovetski)]
Really? -- happy? -- How come SUN guys give me so much crap
when I ask for an enhancement to speed up what I want to do?
jav...@javadesktop.org wrote:
The best workaround is to write your own bi-linear
interpolator.
Best Workarround? This means loosing hw-accaleration :-/
They are the
A work around or how is to copy your image into a VolatileImage of the same
size as the source image, and then scale the VI.
I assume your source buffered image is updated on every frame, right? If not,
you could also copy it into another buffered image (once), to make it
acceleratable.
This