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1  Java Game APIs & Engines / Java 2D / Re: -Dsun.java2d.trace=log on: 2002-10-31 14:06:55
And there was much rejoicing Cheesy.

Thanks Trembovetski
2  Java Game APIs & Engines / Java 2D / Re: -Dsun.java2d.trace=log on: 2002-10-30 14:14:39
Thanks,

I will not be able to provide a trace=log output till later this afternoon... but I have a few more questions...

1. Can the copying of "part" of a VolatileImage to another VolatileImage be accelerated? using drawimage to only copy a part of a VolatileImage to another?

2. Will java ever be able to do an accelerated alpha blending blit?  This is very important to my application.

3. Will java ever be able to do a hardware scale that is not filtered?  Similar to the unaccelerated scale that java does currently.

4. What is hidden acceleration?

At this point I am have been able to get some great frame rates 120+ at 800x600 with user interaction 6 layers, sprites, effects, sounds, collisions detection... etc... Unfortunately the limited control over ddraw that java gives is causing rather large inconsistencies across different machines.  The current problem with ddscale=true filtering my blits is just about the last headache I need before I go back to a different headache ... C++ and directx Shocked.  
3  Java Game APIs & Engines / Java 2D / -Dsun.java2d.trace=log on: 2002-10-29 23:43:35
-Dsun.java2d.trace=log generates allot of sun.java2d.loops.Blit::Blit's and a few sun.awt.windows.Win32BlitLoops::Blit (about 1 to 5). Does this mean that only about 1 out of 5 of my blits are accelerated Embarrassed.  

I am also using Dsun.java2d.ddscale=true
which is working fine except the entire image is Antialiased... Runs fast but does not look right.  Anyone have any idea how to force a scale without doing Antialiasing.  
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