Acceleration for 2D rendering

[quote][b] I believe the problem with the sprite edges is fixed in the latest mustang build (b33).

Dmitri [/b]

I installed Mustang b33, but it does not fix the problem. I can supply screenshots and some hardware info if anyone is really interested, but presently I just disable the pipeline by default and rely on the increased performance from bilinear interpolation.
Ask
[/quote]
Hi Ask,

The bug Dmitri referred to is this one:
http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=5009033

This bug actually has not been fixed yet in Mustang. The evaluation for that bug goes into more detail about why it’s not easy to fix. (OpenGL doesn’t make this easy when the image has non-pow2 dimensions.) I really hope to have it fixed in Mustang, as it can be a very distracting artifact.

Thanks,
Chris.

Thank you, campbell!

I know almost nothing about OGL, so I cannot understand much of the bug report - but I changed the dimensions of the Images in use to powers of 2, which completely solved the problem. All rendering is now nice and fast.

[quote]I changed the dimensions of the Images in use to powers of 2, which completely solved the problem. All rendering is now nice and fast.
[/quote]
Did using pow2 images give any speed increase or did it just fix the problem?

[quote]Did using pow2 images give any speed increase or did it just fix the problem?
[/quote]
I have not checked this. The program presently runs as dictated by a timer, and I’ll have to rewrite some stuff in order to test how quickly it will actually draw once it surpasses the capping framerate. It’ll probably be simpler (and more accurate because of other tasks running in the program) to do tests in a separate program. If you make a test, be sure to supply the results here. I don’t have time right now to do the test, but maybe sometime later.