That's fine except that within an applet you can only use BufferStrategy in a
Canvas which prevents you using Swing components as far as I can tell. I need
to be able to use Swing components in my applet(s).
-Qu0ll
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jav...@javadesktop.org wrote:
Thanks for the info.
I think I'll stick to using BI in applets for now just to be safe.
Another alternative is to to use BufferStrategy for your back-buffer,
BufferedImages for your sprites.
Then everything will either be accelerated or not, and you'll get
(Marked question as answered)
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Thanks for the info.
I think I'll stick to using BI in applets for now just to be safe.
-Qu0ll
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jav...@javadesktop.org wrote:
Yes Dmitri, I am running Vista with Aero enabled and what you say about
offscreen rendering being fast and then painting being slow is exactly what I
am experiencing.
So there is no way around this? Will Vista always impose this restriction
regardless of the Jav
Yes Dmitri, I am running Vista with Aero enabled and what you say about
offscreen rendering being fast and then painting being slow is exactly what I
am experiencing.
So there is no way around this? Will Vista always impose this restriction
regardless of the Java version?
-Qu0ll
[Message sent
Are you running on Vista by any chance, with Aero enabled?
There's a Microsoft bug (reportedly addressed in Windows 7, but I haven't had
a chance to verify it yet) which forced Java2D to disable onscreen hw
accelerated rendering in applets on Vista. The offscreen rendering is still
acceler