hi
I am reviewing my code for a BufferedImage backed by a DirectByteBuffer. I need it to use AWT drawing code to directly draw onto OpenGL texture data.
The problem is, that it is about 4 times slower than using a standard BufferedImage.
Could possibly someone have a look at my code and tell me, if there is anything, that I should do differently?
This is the class in question:
http://jagatoo.svn.sourceforge.net/viewvc/jagatoo/trunk/src/org/jagatoo/image/DirectBufferedImage.java?view=markup
And this is my testcase:
http://jagatoo.svn.sourceforge.net/viewvc/jagatoo/trunk/test/src/org/jagatoo/test/util/image/DirectBufferedImageTest.java?view=markup
Thank you very much in advance.
Marvin
