> Hi Anthony, > > what OS is this? I am using Windows XP
> > [EMAIL PROTECTED] wrote: > > Hi! > > I am developing a game. So I need fast drawing of > images. I draw images to BufferStrategy. I have to > use JDK5! > > If I read an image from a jpg file, drawing it > takes about 0 milliseconds. I assume it is hardware > accelerated. If I load the Image from a png file it > takes about 10ms to draw it. I assume it is not > hardware accelerated. So how do I get Images from png > accelerated? I have read that translucent images > cannot be accelerated. So at least I want to have > transparent Images accelerated. > > > > I have tried the following to create transparent > Images: > > > > Image image = ... > > BufferedImage buffimg= > gc.createCompatibleImage(100, > 100,Transparency.BITMASK); > > Graphics2D g = img.createGraphics(); > > g.setComposite(AlphaComposite.Src); > > g.setColor(new Color(0, 0, 0, 0)); > > g.fillRect(0, 0, 100, 100); > > Just FYI this fillRect is redundant - will be > be overwritten by > the next drawImage call. > > > g.drawImage(imgage,0,0,null); > > > > But when I draw Buffimg, it still takes to much > time so I assume that acceleration doesn't work. How > do I get it right? > > > > You seem to be doing the right thing here. You > You don't create > a buffimg on every frame I presume, or render to > to it on every frame > before copying to the back-buffer? My Images are loaded once at startup. I don't do any manipulation. I just draw them all one by one to the BufferStrategy's Graphics2D on every frame. > > Another question: how large are your bitmask > ask images? We have > a certain limitation on the size of bitmask images > ges we could > accelerate. One of my images has 3000x2000 pixels, the others usually have about 100x100 pixels. > > If you don't copy your image to the compatible > ble image, does > it get accelerated? no, it doesn't. it is even drawn slower. > > Use -Dsun.java2d.trace=log to see what loops are > are being used. This is the console output when drawing the large image to the Buffer: sun.java2d.loops.Blit::Blit(IntArgbBm, SrcOverNoEa, IntRgb) Another question has come up: Why are Buffered images drawn much slower than Images loaded via ImageIcon(fileName).getImage() The framerate of my game drops extremely when loading images via: BufferedImage in = javax.imageio.ImageIO.read(new java.io.File(fileName)); [Message sent by forum member 'anthonywarp' (anthonywarp)] http://forums.java.net/jive/thread.jspa?messageID=194331 =========================================================================== 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".