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.
Another test would be calling fillRect() 1000 times. Calling fill(Shape) has additional overhead issues beyond our potential fill rates.
Also, as I added before - blending rates to BufferedImages should be much faster than blending rates to the screen or volatile images (though volatile images will voluntarily punt themselves to system memory if you do too many read operations on them - the screen must always live in VRAM).
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.
As far as I know OpenGL has no "Round Rectangle" primitive so I'm curious how you communicated your RR geometry to it. Also, were you driving OpenGL in immediate mode (i.e. invoking it once for each RR) or were you batching them up in one very large triangle list?
...jim
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