Re: Optimisation for animated MultipleGradientPaint code

From:
Knute Johnson <nospam@rabbitbrush.frazmtn.com>
Newsgroups:
comp.lang.java.programmer
Date:
Wed, 21 May 2008 18:17:35 -0700
Message-ID:
<4834c9af$0$4045$b9f67a60@news.newsdemon.com>
Daniele Futtorovic wrote:

On 2008-05-22 02:27 +0100, Knute Johnson allegedly wrote:

Daniele Futtorovic wrote:

On 2008-05-21 19:57 +0100, Knute Johnson allegedly wrote:

Andrew Thompson wrote:

On May 21, 2:23 pm, Knute Johnson <nos...@rabbitbrush.frazmtn.com>
wrote: ...

I don't know anything about gradients but is it possible to reuse
them?


I don't think so, they seem immutable. No way to 'set' the
constraints after construction.

-- Andrew T. PhySci.org


Andrew:

I hacked up your code (sorry) to use active rendering and got a huge
 increase in speed. It has a few problems but it works more or less.
The code below is probably too trashed to copy so I'll post the
source file at;


Knute/Andrew:

On my machine that code runs about as fast as the solution with
VolatileImage I tried, and that is *twice as slow* as Andrew's original
solution.

Intel Celeron 2GHz
WinXP SP2
java version "1.6.0_06"


If you are really bored,


Let's just say I was /interested/... ;)

try downloading and running the beta 1.6.0_10. It is a lot faster.


Indeed! Amazing. Readings went off scale (using Andrews measurement
technique).

FWIW: the simple VolatileImage solution -- without using the
BufferStrategy, using a VolatileImage as an offscreen buffer and
rendering actively -- seemed about as fast. NOT as far as the
full-screen mode was concerned, however. I made use of the "full-screen
exclusive mode", as accessed via
GraphicsDevice#setFullScreenWindow(Window). No improvement there
compared to 1.6.0_06.


The FlipSubRegionBufferStrategy, Windows XP and 1.6.0_10 is really fast.

--

Knute Johnson
email s/knute/nospam/

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