Re: Optimisation for animated MultipleGradientPaint code
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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