If you're targeting JDK 1.5, you can use an accelerated BufferedImage instantiated from a GraphicsConfiguration (with the createCompatibleImage method), which is stored in memory but also cached in your video card's VRAM. I'm not sure what "blting" is, but BufferedImage probably provides the fastest and easiest way to copy image data to other BufferedImages and to the screen.
If you need JDK 1.4 compatibility, you should use VolatileImage, probably backed by a BufferedImage (which is not, in 1.4, stored in VRAM). VolatileImages are stored in VRAM like 1.5's accelerated BufferedImage.
(You could also use VolatileImage in 1.5, but for most applications it's not worth the extra code required when BufferedImage is mostly just as fast.)
-Keith
Lincoln Quirk wrote:
So if someone could help me out -- how do I create a region that I can do some low-level, fast blt'ing to? Or, if you have a better idea on how I should implement my physics that takes better advantage of Java, some ideas about that would be good too.
Thank you,
Lincoln Quirk
=========================================================================== 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".
