In general terms, I'd say this; - Draw in to an offscreen buffer - your paint() method should simply blit the buffer to the screen - issue repaint() after each draw you do and let awt handle the updating of the screen. It will collapse multipe repaint requests if they are too frequent. (from what I remember)
hope this helps. David Quoting James Carroll <[EMAIL PROTECTED]>: > Hello, > > > > I'm doing lots of drawing in my java app. I respond to mouse events and > draw polygons, and I'm doing the drawing over an image, so I have some > off-screen double-buffering going on. > > > > My drawing used to be really snappy, but with recent versions of the > java VM, I'm lucky if it responds to about four mousemoves a second. > > > > At one point my guess is that I was sending too many Refresh (redraw) > messages, and the AWT was waiting for the steam of redraws to stop for a > second before it responded to the last one, so I would pace my redraw > commands so that I would only request about 10 per second, and for a > while that seemed to help. Now in Java 1.5, I'm down to about two > refreshes per second. > > > > How can I control this mechanism that's combining redraw events and > adding these pauses? > > > > Thanks! > > -Jim > > > > > =========================================================================== > 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". > =========================================================================== 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".
