[EMAIL PROTECTED] wrote:
Thanks Fred. Great information.
I tried -Dsun.java2d.accthreshold=0 as you described. It works fine when I have
enabled the opengl pipeline using -Dsun.java2d.opengl=true, however if I have
the d3d pipeline enabled with -Dsun.java2d.d3d=true then I seem to loose
acceleration for all loaded images. Normally the d3d pipeline is just about as
fast as the opengl one. I have tried most of the other runtime flags, in many
combinations, however any time I have accthreshold set to 0 with the d3d
pipeline enabled my images are very slow to draw.
This is surprising, it should behave exactly the same for
both pipelines.
So I think I am going to go for the workaround. Which surface should I render
the image to to force it to become managed? I do not want to render to the
screen (other things are going on). Can I just render to another Buffered
Image? I don't think so, I think I need to render to an accelerated surface. Is
there a 'proper' one to use?
As mentioned in my other email, you should render them
to an opaque VolatileImage.
I wonder if we could provide a mechanism for specifying
this behavior. Like, if the acceleration priority of an
image is 1.0, then we could try to cache it right away
without waiting for the threshold.
We do something like this even now - if acceleration
priority is set to 0.0, we never attempt to accelerate
the image.
Thanks,
Dmitri
Java2D Team
Regards,
Alistair
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