Hi Gregory,

Sorry to take so long to respond to this thread.  Others had been responding, 
but now it looks like your last set of questions has gone unanswered.

One thing that confuses me is that you are asking about a wide range of APIs 
from the very high level to the very low level and unsure where to start.  I'd 
say start with the simple technique of just calling fillRect() on each 
rectangle in the list and see where that gets you.  That may work just fine for 
your needs.

If that doesn't achieve the performance you were looking for then look into 
enabling one of the acceleration pipelines we provide (other threads on the 
forum provide information on the new D3D pipelines on Windows as well as the 
OpenGL pipelines for Linux and Windows).

If you can't get the performance that you need from those APIs then I'm not 
sure you will do much better getting the DataBuffers and pixel arrays yourself 
using the other APIs you've cited.  Those are more for doing rendering that 
isn't addressed by our Graphics APIs and they are intended only for experts 
(i.e. "proceed there at your own risk").  I'd almost go so far as to say that 
"if you have to ask if they are a 'proper' way to draw a rectangle then I would 
stay away from them".

...jim
[Message sent by forum member 'flar' (flar)]

http://forums.java.net/jive/thread.jspa?messageID=250482

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