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".

Reply via email to