FSEM slower than windowed?

Hi, I am writing an app that simulates a bunch of physics springs and masses, and draws them as points of different GeneralPaths on the screen.

I have two versions, one that runs in a 1024x768 Frame, and gets better than 30 FPS, using a BufferedImage double buffer. The other version uses FSEM with page flipping, and buffersize=2, same bit depth, refresh rate, screen size, and it gets less than 20FPS.

In terms of the rest of the code, the two versions are identical.

Obviously I expected my performance to go up, or stay the same, not go down… what am I doing wrong?

thanks,
-phillip

This is a wild guess, but now that I read the TransAccel post, I think I know my problem.

g.draw(GeneralPath) is probably not accelerated. so trying to use a volitile image is killing me. Again because of the client/server issue.

I tried drawing into a BufferedImage and then bliting the image to the Graphics from BufferStrategy, and my frame rate returned to 30fps, as expected…

If anyone else has comments on how to speed up the draw, I would appreciate it. Especially antialiased drawing…

thanks again
-phillip

Yes, the current Java2D win implementation does not support any hardware acceleration except non transformed managed images or volatile images.

Did you try the same code on linux with OpenGL turned on ?

not yet… I will give linux a shot. does it support more acceletated drawing commands?

I’m experiencing the same problem, but I don’t understand the reasoning of why it occurs. When I draw a bunch of images with alpha, fullscreen gets half the framerate that windowed mode gets. If something is not accelerated in fullscreen mode, why would it be accelerated in windowed?