Hi Anthony,
[EMAIL PROTECTED] wrote:
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.
Hm. That should make them accelerated (given enough
etc). What does GraphicsDevice.getAvailableAcceleratedMemory()
return?
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.
The 3000x2000 one won't be accelerated, it's too large,
the 100x100 certainly should be.
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.
Now that would be very strange - there should be no
difference at all.
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)
OK, that's expected - it's too large to be accelerated.
What about the 100x100 ones?
I have a suspicion that your large image may be affecting
the frame rate. How does it look if you don't copy it?
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));
There was a bug in 1.5 which prevented some of the images loaded via
ImageIO from being accelerated. I don't have the bug id handly, but I
believe it's been fixed in jdk6.
Other than this bug, there should be no difference in acceleration
capabilities of images loaded via toolkit mechanism and ImageIO.
Thank you,
Dmitri
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