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

Okay, I tried going back to BufferedImages, but my sprites aren't being 
accelerated according to ImageCapabilities.isAccelerated(). I found a page that 
says that they wouldn't be accelerated until after a certain number of copies, 
but how long is that? I let my program run for a few minutes, and it continued 
to tell me that they weren't being accelerated.

Also, I installed the new JDK6 beta and tried it out with my program. 
Interestingly, when I still had my sprites as VolatileImages, I had greatly 
reduced speed. When I moved them back to BufferedImages, the speed returned, 
though not fully. My peak FPS with the JDK6 was about 185 and with the JDK5 it 
was about 200. Anyway, I suppose it's not a big deal, but I thought that Java 
was supposed to get faster with each version.
[Message sent by forum member 'dialup' (dialup)]

http://forums.java.net/jive/thread.jspa?messageID=147938

===========================================================================
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