I create Managed Image via the GraphicsConfiguration.createCompatibleImage()
but i concerned if my code to create managed images is robust enough:
GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
GraphicsDevice gs = ge.getDefaultScreenDevice();
GraphicsConfiguration gc = gs.getDefaultConfiguration();
Is this a good way to acquire a GC to create Managed Images with or I have to enumarate devices and stick with the gcs currently used by the device (is so hou can acquire the gc currently used?).
My app is passive-rendered and windowed.
The fastest way to acquire accelerated sprite images is to load an image via ImageIO (a good way to load image with alpha channels without too much hassle) and then blit the Buffered Image I obtain in a Managed BufferedImage?
This method works but is really slow!