Hi everybody,
I have been using Java for a few years now and want to get into Java game
programming.
Currently I am using standard Java 6 and want to do an FSEM game.
However, when I look at the BufferCapabilities and ImageCapabilities before and
after switching to 1024x768x32 FSEM I get the
Hi Andreas,
what java version do you use? Which operating system?
The 7900 should have hw acceleration enabled on Windows.
Please run your app with this env. variable set and
post the results:
# set J2D_TRACE_LEVEL=4
# java YourApp
Thanks,
Dmitri
[EMAIL PROTECTED]
I would suggest to browse this site:
http://www.javagaming.org
There's lots of useful info there, and many folks writing
games that you can ask for an advice.
Thanks,
Dmitri
[EMAIL PROTECTED] wrote:
Hi,
The casual gaming world has been booming and I would like to take a shoot
Hi,
I don't think using JApplet won't help you much.
The only reason I think it may make a difference is that
JApplets in 6u10 disable the clearing of the background on
resize.
I would suggest not to do multi-threaded rendering, it's
generally a bad idea. You don't get any
Dmitri Trembovetski wrote:
Hi,
I don't think using JApplet won't help you much.
Ok, that should have been:
I don't think using JApplet will help you much.
Dmitri
The only reason I think it may make a difference is that
JApplets in 6u10 disable the clearing of the
OK thanks Dmitri.
Unfortunately using setIgnoreRepaint() doesn't help.
My multithreaded rendering is working very nicely and in some ways is less
complex than putting it all in one thread. I think I will just live with the
small amount of flickering on resize that I have now.
--
And loving
May be you could suspend some of your rendering when
resizing? Add a component event listener to the
Japplet, and pause your rendering thread - may be
it'll help.
Dmitri
[EMAIL PROTECTED] wrote:
OK thanks Dmitri.
Unfortunately using setIgnoreRepaint() doesn't help.
My
First, i am extracting images from the video stream by taking a snap shot of
each images from the video, and then I extracted the pixels data from those
images using pixelGrabbers. This return a byte[] array of pixels information of
the image. then i create BufferedImage using the method i
Gosh Dmitri - it was that simple! Why didn't I think of that?
Thanks very much indeed :-) :-)
--
And loving it,
-Qu0ll (Rare, not extinct)
_
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Hi Dmitri,
thanks for your answer.
My java version is jre1.6.0_07. I'm using Windows Vista Home Premium.
The output after setting J2D_TRACE_LEVEL= 4 is
[W] GetFlagValues: DDraw/D3D is disabled on Windows Vista
[W] GetFlagValues: DDraw screen locking is disabled (W2K, XP+)
[ I ] InitDirectX
[V]
Hi again,
I just solved it by setting the compatibility mode of java.exe to XP. Now I
get
[W] GetFlagValues: DDraw screen locking is disabled (W2K, XP+)
[ I ] InitDirectX
[V] CheckRegistry: Found Display Device 0: NVIDIA GeForce 7900 GS
[ I ] CreateDevice: lpGUID=0x3acfa8 hMon=0x10001
[ I ]
Yeah, releases prior to 6u10 have some real issues on Vista
with the default pipeline, which is why it is disabled by
default. I would advise against enabling it.
Your best bet is to try the latest 6u10 build from
jdk6.dev.java.net .
Thanks,
Dmitri
[EMAIL PROTECTED] wrote:
Hi
How are you taking the snap shot? How do you receive that snapshot into
Java? By loading it as an image, or are you using the built-in robot
facilities to do the snapshot?
If you are using robot, then the image will already be a BufferedImage
so you don't need to convert it. If you are
I will do that, thanks for your help.
Andreas
Your best bet is to try the latest 6u10 build from
jdk6.dev.java.net .
Thanks,
Dmitri
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