>
> 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  :)

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