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  splitscreen - how to ?  (Read 2418 times)
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Offline zero

Junior Devvie

« Posted 2002-11-11 15:58:43 »

hi there,

i want to have I splitscreen for multiplayer issues, so far I see two ways to realize that in j3d:

1. use 2 instances of Canvas3D for onscreen rendering, but I guess this makes problems switching fastly between splitscreen and not..

2. use 1 onscreen Canvas(3D) and blit the images of two offscreen Canvas3Ds, but this sounds really slow..

other ideas ?

Offline Herkules

Senior Devvie

Friendly fire isn't friendly!

« Reply #1 - Posted 2002-11-11 19:19:09 »


IIRC, a View renders to one or more Canvas3D - and fills them. So my first guess is to have in fact 2 Canvas3D, maybe even tied together and maintained by Swing.
Not sure wether it can be done with SimpleUniverse, but at least it can be done without it.  :-/

2.) The blitting method not necessarily has to be slow I think.

HARDCODE    --     DRTS/FlyingGuns/JPilot/JXInput  --    skype me: joerg.plewe
Offline zero

Junior Devvie

« Reply #2 - Posted 2002-11-12 10:35:08 »

you may got me wrong,
1. IMHO the problem with two canvas3D for splitscreen is that I want to switch to single player modus at runtime so I need switching to 1 double-sized onscreen canvas and awt/swing component attchjing/detaching isn't very fast..

2. I don't assume the blitting itself to be slow. I thought about the offscreen rendering: I may be wrong, but is offscreen rendering fully hardware accelerated ?
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Offline Herkules

Senior Devvie

Friendly fire isn't friendly!

« Reply #3 - Posted 2002-11-12 12:01:21 »

1.) Is it not? Milliseconds? How often do you need to switch forth and back? Swing apps do it all the time....

2.) Yes, I assume offscreen rendering is as hardware accelerated as onscreen. I see no reason why it shouldn't.

HARDCODE    --     DRTS/FlyingGuns/JPilot/JXInput  --    skype me: joerg.plewe
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