[EMAIL PROTECTED] wrote:
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.

  Yes, you will get hw acceleration. You seem to be identifying blitting with
  lack of hardware acceleration. Blit is just an operation, it can be hw
  accelerated or not. In this case it will be. In windowed mode
  when you copy back-buffer to the screen (whether it's a VolatileImage or
  BufferStrategy), at the native level somewhere there's a blit (since you
  can't generally do a 'flip' in windowed mode.


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 . . .).

  I don't see why you would use any more memory with one
  approach vs the other.

  Thanks,
    Dmitri


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