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  Drawing VolatileImages is slower in fullscreen mode?  (Read 989 times)
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Offline Jacob_

Junior Devvie

Projects: 3

« Posted 2011-03-10 03:06:20 »

My game uses a VolatileImage for the drawing buffer. It is created using GraphicsConfiguration.createCompatibleVolatileImage().

When the window is maximized, everything runs smoothly, but FPS drops sharply once I switch to fullscreen mode.

Is there a workaround for this? I don't want to use a BufferedImage because FPS in windowed mode decreases quite a lot if I do that.

I found a thread for what appears to be the same problem, but there isn't much relevant information in it:
Offline Jacob_

Junior Devvie

Projects: 3

« Reply #1 - Posted 2011-03-11 16:05:14 »

Actually, the problem still occurs if I skip the buffering and draw directly to the JPanel. So the Volatile Image isn't the problem, drawing to a JPanel while in fullscreen mode is.
Offline bobjob

JGO Knight

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David Aaron Muhar

« Reply #2 - Posted 2011-03-11 16:10:28 »

Are you using a buffer strategy?

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Offline Jacob_

Junior Devvie

Projects: 3

« Reply #3 - Posted 2011-03-20 00:18:15 »

No, but I did find a solution--I just undecorated a JFrame and maximized it. It's indistinguishable from true fullscreen mode.
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