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1  Game Development / Performance Tuning / Re: fillPolygon Performance on: 2005-07-12 23:48:53
Im scaling the polygons and then redrawing them. Will scaling the image produce the same results? This is going to have geospatial information overlayed on it so its important that it is accurate. I guess ill give VolatileImage a go and see how it works out.
2  Game Development / Performance Tuning / Re: fillPolygon Performance on: 2005-07-12 05:41:49
Ok, so I should just draw the part of the image that is currently being viewed when zoomed way in? Is there an easy way to do this considering im drawing on a jpanel inside a jscrollpane?

How big is the performance gain from using a VolatileImage over a BufferedImage? It seems to me that if a VolatileImage loses its contents once all that was gained is now lost?
3  Game Development / Performance Tuning / fillPolygon Performance on: 2005-06-26 10:56:32
Im loading data in somewhat realtime over the internet and then parsing it. The end result is in the range of 6,000+ polygons. As you can imagine drawing all of these is somewhat slow. The default image size is 520x520px however the user can zoom in to 8X for a picture size of 4160x4160px. When one is zoomed all the way in the drawing becomes very slow often a few seconds to render the image.

Currently I am drawing to a BufferedImage that was created like image = getGraphicsConfiguration().createCompatibleImage((int) (520 * scaleFactor), (int) (520 * scaleFactor), Transparency.BITMASK); Is there anything I can do here to improve this?

Would rendering to a GLCanvas and then converting that to a BufferedImage be faster? Note: Im using JInternalFrames so unless something has changed it doesn't appear I can use GLCanvas directly. Ive also read that GLJPanel is software rendered so using it wouldn't seem like much of an improvement.
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