[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
[Message sent by forum member 'alnrelly' (alnrelly)]

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