> 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".