Hey guys, as you can see by the subject header I’m new to this scene/subculture. I’m currently working on a game engine and I have a couple of questions concerning the hardware acceleration in java. Actually I have more of a summary of the research I’ve done.
- Use VolatileImages for the backbuffer. They will blit to the screen faster because java will be moving image data from VRAM to VRAM
- Use “Managed” images (applet.getImage()) for sprites and blitting to volatile images. Java takes care of the acceleration in the background through the API
- Use bufferedImages if you need access to pixel data (special effects) slowest of all imges, no hardware acceleration.
Are the three asumptions I’ve made correct?
Another question: Currently my engine is setup to auto-detect hardware acceleration. I then load 1 of three renderes according to the following criteria:
- If the system supports accelerated images and they are true volatileImages then load TrueVolatileRenderer
- If the system supportts volatile images and they are not true volatile (ie linux… uses pixelmaps or something) use VolatileRenderer
- If no accleration can be used use a bufferedImage renderer…
How does the logic sound up there? I divided the renderers up purely for speed… less calcs have to be made if the system is in state 2 then state 3 so I created a differed renderer etc…
Thanks, in advance