Re: [JAVA2D] Clearing a Transparent Compatable Image
I don't see what clearing image contents has to do with window minimize/restoring. Could you give some example code, to illustrate your problem? Thanks, Clemens [Message sent by forum member 'linuxhippy' (linuxhippy)] http://forums.java.net/jive/thread.jspa?messageID=332221 === To unsubscribe, send email to lists...@java.sun.com and include in the body of the message "signoff JAVA2D-INTEREST". For general help, send email to lists...@java.sun.com and include in the body of the message "help".
Re: [JAVA2D] Sub-pixel text antialiasing on soft surfaces not possible under 6u12?
jav...@javadesktop.org wrote: So does that mean that it's not possible to achieve sub-pixel AA with a translucent volatile image either? Yep, unfortunately. The current implementation doesn't work properly when rendering to a non-opaque destination and had to be disabled. Thanks, Dmitri === To unsubscribe, send email to lists...@java.sun.com and include in the body of the message "signoff JAVA2D-INTEREST". For general help, send email to lists...@java.sun.com and include in the body of the message "help".
Re: [JAVA2D] Exactly which graphics surfaces get HW accelerated?
Chris Campbell wrote: On Feb 6, 2009, at 5:46 AM, jav...@javadesktop.org wrote: Hi, I'm trying to get straight in my head exactly which graphics rendering surfaces can get hardware accelerated in Java. There seems to be a lot of confusing/half specified information around. Firstly let me state I'm using Java 6u12 on a Windows XP machine. I'm interested in rendering TO surfaces, not copying from, so I'm not too bothered about managed images. As far as I can tell the setup goes like this: 1) Live screen graphics, i.e. Component.getGraphics() : HW accelerated via Direct3D For now I'll just say "yes", but Dmitri could explain the caveats of this when he gets back from vacation. So as Chris mentioned, the short answer is "yes", the long answer is "don't do it if you can help it". This includes the typical double-buffering mechanism of rendering to a VolatileImage and copying it to the screen. Since DirectX 9 doesn't allow rendering directly to the screen, we have to redirect on-screen rendering into an offscreen buffer which is then presented, thus effectively making on-screen rendering double-buffered. This means that if you have a VI back-buffer, when you copy it to the screen it actually is copied to an offscreen surface which is then presented to the screen, making it triple-buffered, which is less efficient. So the conclusion is: use BufferStrategy for double buffering, and never render to the screen directly. Thanks, Dmitri === To unsubscribe, send email to lists...@java.sun.com and include in the body of the message "signoff JAVA2D-INTEREST". For general help, send email to lists...@java.sun.com and include in the body of the message "help".
[JAVA2D] Create extra large in memory image from scratch
Sorry for this question, but I hardly searched over the Internet and didn't found any acceptable solution. I simply need to crate very large in memory image from scratch and draw on it with Graphics2D methods. At first I tried to create very large RenderableGraphics (JAI) with hope to use it as vector metafile, but it failed with OutOfMemory exception. I downloaded the sources of JAI and found that RenderableGraphics uses TiledImage as rendering surface, and there is no way to override this. I has read about TileCache, but I didn't found any methods to make TileCache store tiles on disk. I didn't found any obvious way to cache image data on disk. Is it possible, [Message sent by forum member 'fedotawa' (fedotawa)] http://forums.java.net/jive/thread.jspa?messageID=332568 === To unsubscribe, send email to lists...@java.sun.com and include in the body of the message "signoff JAVA2D-INTEREST". For general help, send email to lists...@java.sun.com and include in the body of the message "help".