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  Acc. problems when using GIFs  (Read 746 times)
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Offline Murdockian

Senior Newbie




Java games rock!


« Posted 2003-10-10 06:45:32 »

Hi!

After having gotten heaps of help (THANX!) on the thread about FullScreen crashes, I now have managed to make my 2D gameengine work great ... but ... Wink

I have some sprites that I would like to paint and I would like them to be transparent. My windowed 150 fps won't agree though since it makes a deep dive down to 5 fps when I use more than 5 (depends on) gif-sprites...

I bugtested my gameengine like *curse* and the logic works great when I just disables the actual g.drawImage call in my sprites. Thus, it is a pure drawing issue and I can't understand what it is.

A gif is a gif, right?

/Markus
Offline Abuse

JGO Coder


Medals: 10


falling into the abyss of reality


« Reply #1 - Posted 2003-10-10 10:46:00 »

What method did u use to load the gif?
(ImageIO doesn't return managed images)

Are you doing any anti-aliasing/alphacompositing or any other operation that requires the destination pixels color value? (read back from vram is incredibly slow)

Even if u were doing 1 of the above, I wouldn't expect a drop from 150 to 5, unless the machine you are using has a speedy gfx card, and poopy cpu.

Make Elite IV:Dangerous happen! Pledge your backing at KICKSTARTER here! https://dl.dropbox.com/u/54785909/EliteIVsmaller.png
Offline Murdockian

Senior Newbie




Java games rock!


« Reply #2 - Posted 2003-10-11 09:45:34 »

My bad... sorry

It had nothing to do with gifs or not gifs - I had to make use of VolatileImages instead...

Problem solved (partially Smiley )

/Markus
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