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1  Java Game APIs & Engines / Java 2D / Re: EXT-Frameb.: Something which is worth voting f on: 2005-05-04 18:15:26
Well, to be perfectly honest its also not the game-performance advantage that drives me so enthusiastic about this feature.
Basically I want to see big swing apps like JBuilder or Netbeans even more fly on Linux but with the nice effect that my Java2D games also perform better...

I was a bit sad when I saw how the OGL pipeline performed in 1.5, STR made it much better but there are areas where X11 is still the clear winner withought any technical reason (since x11 has context-switch+protocoll overhead).

However one bug ist still open and is even worse with STR: Every java-application causes 1500 context-switches/s, and since the java2d-team sis not know how to fix it they marked it as "not a bug" and closed it.
If it can't be solved why does my system with a lot of native GUI apps can have only 500CS/s, whereas 5 running java apps cause 6-7000 (!!) context switches. This also really affects scheduler/system performance!
However, nothing is perfect :-(

lg John
2  Java Game APIs & Engines / Java 2D / Re: EXT-Frameb.: Something which is worth voting f on: 2005-05-04 16:28:15
30 people have read this post - nobody voted, not even an added comment.
Whats going on with the java gaming community :-(
3  Java Game APIs & Engines / Java 2D / EXT-Frameb.: Something which is worth voting for! on: 2005-05-04 06:04:35
Hi there!

Sun already put support for framebuffer-objects as a RFE in their bug-database and since nvidia will provide support for EXT_Framebuffer even in their next drivers it would be great to see Framebuffer-backed VIs already in mustang, not in dolphin...

Go for a vote:

lg Joe
4  Java Game APIs & Engines / Java 2D / Re: JToolTip on: 2005-05-03 10:59:54

maybe you are right but maybe not, because if canvas should be marked as deprecated why there are thousands of experienced programmers which think that it is the best solution?

Because it takes a long time till experienced programmers come to the conclusion that the way they did it till they started isn't the best anymore.
Have a look at yourself ;-)


and if swing everything can do what awt does, why is it not thread-safe?

Well, AWT isn't thread-safe either. It was designed to be thread-safe but it soon turned out that this was a BAD desision and some hacks to allow AWT stuff to be used from many threads was even removed in 1.2+!
So in most situations it will work but it is really not recommended. In Swing the removed thread-safty from the beginning to avaoid the mistakes made with AWT.
Multi-Threaded Graphics is never a good idea, at least on all underlaying graphic subsystems AWT is supported on.
Rendering is always done only with a single thread down to the hardware!


if you already implemented a canvas-like JPanel with a BufferStrategy and a Painting-Thread, i would be happy if you can give me some tips.

No I haven't. But if you really need to draw from multiple threads maybe your design is broken anyway?

lg Joe
5  Java Game APIs & Engines / Java 2D / Re: JToolTip on: 2005-05-03 10:16:54
everything which AWT can do SWING also does. Get rid of your AWT hack, its really old and in my mind "canvas" should be marked as deprecated.

lg Joe
6  Java Game APIs & Engines / Java 2D / Re: JToolTip on: 2005-05-03 06:40:21
why do you use canvas and not a JPanel?

Heavyweight is always more heavy than lightweight ;-)

lg Clemens
7  Java Game APIs & Engines / Java 2D / Re: Image Resizing on: 2005-05-02 10:31:12
just make me wonder too, same for pixelgrabber which is unuseable when using the OGL-Pipeline. why isn't it simply emulated by using bufferedimages in background...
Its so slow that some 1.1 software becoms even unuseable in todays modern hardware....

image->bufferedimage->getWholeContent->emulate the Pixelgrabber...

however that's out of scope...

8  Java Game APIs & Engines / Java 2D / Accerlation of Applets on: 2005-04-30 18:33:11
Hi there!

I am just interrested wether running a java-application as applet (= in the browser window, not as a seperate one) does bother the rendering pipelines.

e.g. I imagine its quite hard to use OpenGL or D3D surfaces in a browser, since the browser has to take care about the whole clipping-stuff and so on.

So do applets bother the pipeline and if yes, how? What extra operations have to be done and what does this mean for performance?

Thank you in advance, lg Joe
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