Unfortunately, that optimization was never implemented in JOGL, and we have no plans to do so at this time. (Basically, higher priority tasks got in the way, and we never got around to it. Sad but true.)

Chris

On Jun 16, 2008, at 6:53 PM, [EMAIL PROTECTED] wrote:
Chris Campbell mentioned in his blog at 
http://weblogs.java.net/blog/campbell/archive/2007/01/java_2d_and_jog.html

that he might use an "alternate codepath that leverages the JOGL/ Java 2D bridge, which will mean that all rendering into the TextureRenderer will be accelerated in hardware via the OpenGL-based Java 2D pipeline, with no costly BufferedImage-Texture copy steps required." My question is, what is the status of this development? Does anyone know about plans to improve the performance of TextureRenderer as described above, or else existing solutions - eg: basically a Graphics2D implementation that renders directly into an OpenGL texture instead of into a BufferedImage which must be copied/ formatted to a texture. Thank you!
[Message sent by forum member 'daveyt' (daveyt)]

http://forums.java.net/jive/thread.jspa?messageID=280613

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