[quote]Yes I agree it would be nice to have some api that would tell you which operations are accelerated.
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Is there a RFE for this? If so, I’ll vote for it.
If that and PhotoComposite get into Java 7, PulpCore could use the D3D pipeline for all rendering operations, on systems that supported it (currently it’s doing homebrew software rendering).
here some test from me, works fine on this chipset, my real applet with lots of components which has normally a 20ms rendering time was speeded up to 6ms per frame, wow thats fast.
I had problems with WM_ERASEBACKGROUND on this chipset, will resizing it background gets erased by native code, thats why i asked for a method to disable background erasing ( like in the JFrame’s ).
remember this
this flickering does not happen when i disable D3D or when i run it on a different pc, i removed Toolkit.getDefaultToolkit().sync() still flickering
yes have a look at java16, update is overwritten, its calling paint ( not at all the best, i use different code in my applets )
Good to know that not a lot engineering-effort was duplicated
Well the problem is some kind of chicken-egg. Almost nobody uses OpenGL on windows because hardware-support is bad, and hardware support is bad because nobody really uses it.
My hope was that java would be some of those “law breakers”, although I can understand that from Sun’s POV its much more improtant to be commercially sucessful than to help OpenGL
Well I want to use it of course and I am happy about the big leap foreward by jdk6uN.
Although its dangerous to introduce such changes in an update release - Java is a bit late in the battle for desktop - so the descision to do all this stuff in an JDK-update release is what I call brave. Only the naming is in my opinion confusing - wouldn’t be Java-6.1 exactly what everybody would expect?
Well wel all know Sun’s management only exist to confuse consumers and developers
FYI, b07 is out. It has a couple of important fixes: http://download.java.net/jdk6/6u10/promoted/b07/changes/jdk6uN-b07.html
It significantly improves performance of Netbeans (and other applications
which use LCD and grayscale AA text simultaneously); and addresses
issues on Intel chips (by disabling the pipeline - at least until
the drivers problems are resolved).
Will it be possible to disable background erasing on native frames ? at the moment this can be done by specifying sun.awt.noerasebackground and sun.awt.erasebackgroundonresize.
my program will run as applet and application, so i cant set the global noerasebackground options
I have a application which will disable the frame decoration and draw its own non rectangular frame, problem is the white rectangular native background, swing is doing it, why not allow other swing like things this also ?
When you derive my test16 Frame from JFRame, no native background erase takes place, but when i resize ( make it bigger ) then its erasing the background ??? strange behaviour.
What i need is native window ( a awt frame ) which can disable native background erasing in all cases, so i can develop for e.g. a program which has a non rectangular window ( for e.g. a java clock ).
On some gfx cards window resizing flickers ( check my last post its a nvidia card which is having this problem ), on a resize the native background erase is triggered, if a awt frame has a function like
@trembovetski: the WCanvasPeer.disableBackgroundErase() and Toolkit.disableBackgrounErase(Canvas) are non-public APIs that were added basically specifically for JOGL. JOGL calls these via reflection.
It sounds like there is a use case for adding a similar API for Frame or Window, even a non-public API. Could you help MGodehardt file an RFE? Associated RFEs are 6333613 and 6558510.
I know this is an old topic, but I just tried 6u10 and am pretty excited about the results I’d been working on some visualizations for a media player I’m writing for class (I’m doing gui, system architecture, and… yep, anything visual - others are doing playback and xml library representation). So, the most cpu intensive visualization I was working on used something like 30% cpu before u10 and something like 5% after. I’m drawing lots of translucent BufferedImages to a VolatileImage and then drawing that to the screen. Some screens for fun, 'cause it’s kinda perty (the numbers are a countdown btw, not fps - and the crappy image quality is because I only have Paint here ):