Re: [JAVA2D] Clearing a Transparent Compatable Image

2009-02-17 Thread java2d
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
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Re: [JAVA2D] Sub-pixel text antialiasing on soft surfaces not possible under 6u12?

2009-02-17 Thread Dmitri Trembovetski

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

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Re: [JAVA2D] Exactly which graphics surfaces get HW accelerated?

2009-02-17 Thread Dmitri Trembovetski

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

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[JAVA2D] Create extra large in memory image from scratch

2009-02-17 Thread java2d
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,
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