Well, it looks like Chet answered your question.

  Note that the demo you pointed at to doesn't use
  VolatileImages at all.

  A couple of suggestions: you might want to refrain from
  using Image.getSubImage() method call as it disables
  potential use of hardware acceleration for the
  particular image.

  So instead of doing getSubImage() in your draw() method,
  use the Graphics.drawImage() call which takes coordinates
  of the area to be copied from the source image to the
  destination.

  Also, as Chet pointed out, you don't really need to use
  VolatileImages for your sprites, just use regular
  BufferedImages (which are managed since 5.0) - you have a
  better chance of having them hardware accelerated (that is,
  if you stop using getSubImage()), and they require much less
  maintenance than VolatileImages.

  Another thing, your sprites are 1-bit transparent (BITMASK), but
  they are stored in translucent png images. Consider storing them in
  1-bit (bitmask) transparent images (you can use gif format then),
  since translucent images are not accelerated by the default
  pipelines.

  And if you do need to use translucent buffered images, it's
  better to use type INT_ARGB instead of 4BYTE_ABGR unless you
  really need it for some reason.

  Thanks,
    Dmitri

On Mon, Aug 28, 2006 at 03:18:11PM -0700, [EMAIL PROTECTED] wrote:
 > Wow, I guess there's a lot of variables in this issue..
 >
 > I'm currently using JDK5, though I was thinking of switching to JDK6 for the 
 > potential speed improvements. My only reservation is that I use Eclipse, and 
 > I know that it took a while for Eclipse to support JDK5, but I'm not sure if 
 > that will be an issue this time.
 >
 > Yes, this is on Windows.
 >
 > I'm using windowed mode because 1) Fullscreen exclusive doesn't seem to be 
 > supported on my machine (I have a check setup in my program.) and 2) My 
 > program is more than twice as fast in windowed mode.
 >
 > I am using a BufferStrategy.
 >
 > Basically, I was using BufferedImages, but I switched to VolatileImage for 
 > performance. With the BufferedImage, I didn't have the transparency issues.
 >
 > A little demo of my program can be found at 
 > http://www.eng.uwaterloo.ca/~rcfox/dist.zip
 >
 > Thanks for the quick reply!
 > [Message sent by forum member 'dialup' (dialup)]
 >
 > http://forums.java.net/jive/thread.jspa?messageID=147841
 >
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