> > I'm not sure what you mean by "pixel tests for overlapping translucent > objects".
Additive blending in the frame buffer. > > For example, software rendered translucency to a BufferedImage will be > much faster than translucency to most accelerated framebuffers until we > get acceleration for the translucency. The reason is that most of the > latest framebuffers are much slower to read a pixel than to write a > pixel and the operation will bypass the processor cache, whereas a > BufferedImage will be stored in system memory and reading and writing > will be just simple memory operations to the processor's cache. > I will try rendering everything into BufferedImages (since Volatile ones don't support transparency) and then blen the two images together. Approach: What I did was compare renderingMethod0() which is the rendering of all of the shapes with no form of clipping with 1000 RR2Ds with a translucent color and it was taking about 1200-1300 ms. I considered this slow. I swapped the shape to a regular rectangle to make sure it wasn't the curve that was causing the performance problems and it was in the same ballpark - maybe 100ms less. I know with absolute certainty that its not that slow running on Radeon class hardware with OpenGL drawing objects of the same size with a screen size of 1024x768 with a bit depth of 32. (comparing rectangle draw to rectangle draw on each). So I know with absolute certainty that I can get it faster doing raw OpenGL - that much was never in question for me. What isn't clear is what the optimal path is for drawing at the same rate in Java2D. I'm following a scientific approach, comparing different approaches by adding on functionality and comparing different algorighms. My opinion isn't prejudiced yet - I'm speaking from the results I'm seeing and from my work porting JOGL to MacOSX, working commercially with OpenGL, authoring works in DirectX, and even doing the same number of pixel shaded (actually more) quads in 3D space on nVidia 5200FX hardware (which is dog slow). The numbers I'm seeing don't lie - something about what I'm doing to Java2D is very very slow and its difficult for me to figure it out. I wish someone would do a "Trip down the graphics pipeline" for Java2D so people could see what's happening under the covers :) =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA2D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
