If your application doesn't have a requirement of precise rendering
timing(as a first person shooter would, for example), you may just be
fine with Swing's repainting mechanism. That is, you'd control the
painting rate with calling repaint() at some intervals (or when you
have something to repaint).
In this case the rendering will still be accelerated since you'll
be rendering into Swing's backbuffer which is (as mentioned) either
a VolatileImage or BufferStrategy.
Thanks,
Dmitri
[EMAIL PROTECTED] wrote:
Thanks for the explanation, now it all makes sense.
So I guess for the high graphics intensive content that I will have in my Swing
application I will have to make do with using a JComponent/JPanel and an
offscreen buffer, perhaps a VolatileImage. Although I was trying to keep away
from it as its usage is not intuitive.
Thanks again.
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