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

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