ok, now I am really confused. I went thru and rewrote my image manager to build all images using a call to the graphics config and buffered image to paint into an image. Entire system fps dropped from mid 40’s to mid 30’s. I replaced it with my old system…back to mid 40’s. Edited the planet gif to be only 4k instead of 11k and still dogs down when it appears on screen. It got loaded at startup into a static image so it can be used over and over.
Will keep at it!
FOUND IT!
It seems that I was getting a BI for my spae objects in order to properly rotate other player ships ont he screen(I am using Affine Transform—I know…yuck, but I wan the full 360) anyway…the following code really died on the planet image, even though it was not rotating, where shipPic is a prebuilt BI class.
protected BufferedImage getShipPic() {
dst = shipPic.getBaseBI();
g2d = dst.createGraphics();
g2d.clearRect(0,0,width,height);
if(facing != 0) {
AffineTransform at = new AffineTransform();
at.rotate(facing, width>>1, height>>1);
g2d.setTransform(at);
}
g2d.drawImage(image,0,0,null);
g2d.dispose();
return dst;
}
Thanks to all that helped. Now I only call that method if the opbject to be paint actually is an object that can rotate (other ships).