Okay, so here is my code. Nothing special, I guess . . . .
// Render Frame to volatile image.
do
{
// Check if the viBackbuffer is still valid.
graphicsConfiguration = this.getGraphicsConfiguration();
valCode = viBackbuffer.validate(graphicsConfiguration);
if (valCode == VolatileImage.IMAGE_INCOMPATIBLE)
{
System.out.println("Image Incompatible . . . . ");
System.out.println("Display Panel - Memory: " +
graphicsConfiguration.getDevice().getAvailableAcceleratedMemory());
viBackbuffer.flush();
viBackbuffer =
graphicsConfiguration.createCompatibleVolatileImage(width, height);
ImageCapabilities ic = viBackbuffer.getCapabilities();
if (ic.isAccelerated())
System.out.println("Backbuffer is ACCELERATED!");
else
System.out.println("Backbuffer is NOT accelerated . . . ");
System.out.println("Display Panel - Memory: " +
graphicsConfiguration.getDevice().getAvailableAcceleratedMemory());
// Create graphic2D object from volatile images.
g2dViBackbuffer = viBackbuffer.createGraphics();
g2dViBackbuffer.setBackground(Color.white);
// Clear drawing surface of volatile images with color white.
g2dViBackbuffer.clearRect(0, 0, width, height);
}
// my render Stuff
} while (viBackbuffer.contentsLost());
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