Java Graphics2D and MipMaps ??

Hello!

My Java2d sprite engine is now build to use mipmapped bufferedimages and i want to ask a few questions on my mind.

  • At first, is it enough to just simply use BufferedImages which are not accelerated, im with Java 1.5 and 1.6,
    i have read at some forums that accelerated Images can sometimes lose the data they hold, my images are still quite fast even not accelerated.

  • Secondly, is my MIPMAP engine rightly build, if it just simple make a BufferedImage chain for every image from max 2048x2048 to min 4x4,
    and then when drawing, engine just checks if the mipmap image height is fit to screen height of image, or should i on some way too check the width of an image,
    or even area of an image ??

  • And at last, what is the best way with Java2D to create MipMap images, im having some unwanted results with RenderingHints INTERPOLATION and RENDERQUALITY and others.

I have get 30 % - 40 % increase of framerates, with the game demoes i have build with my mipmap java2d sprite engine.

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Thanks…

Are mipmap usefull in 2d game?

Yes.