Okay, when I decide to use "active rendering" in windowed mode, do I get hardware acceleration as well? I just surfed a little bit through the net regarding this topic and read here http://www.gamedev.net/reference/programming/features/javarender/page2.asp , that this attempt uses blitting in windowed mode. That is exactly what I wanted to avoid because in the beginning of my coding, I used BufferedImages and got 100% CPU usage because the transfering of the image from main memory to the graphics card (-> the blitting) was so cost expensive.
Maybe i didn't get this issue right here, because after all that what I already tried and all the different possibilities, I am very confused . .. . If I would be in fullscreen mode and could use page flipping, that would be an alternative if not my accelerated memory on my graphics card would be so limited (-> 64MB). Page flipping would mean, that I have to allocate twice the size of my image in memory, right? You have to remember, that there are some more backbuffers for our old images that have to be stored in that memory, too. After exprimentationing and testing the whole day, today, I got to the point that my biggest problem is exactly this limited VRAM memory . . . . . Especially because it is very frustrating, that the memory is lockked a long time after an image had been disposed (I hoped that VolatileImage.flush() would have helped that problem, but it does not really . . .). [Message sent by forum member 'kiamur' (kiamur)] http://forums.java.net/jive/thread.jspa?messageID=291707 =========================================================================== 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".