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  Drawing directly onto the BufferStrategy  (Read 1171 times)
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Offline StonePickaxes

JGO Coder

Medals: 4
Projects: 2

Nathan Kramber

« Posted 2012-07-23 05:10:49 »

In previous project, I have done my Java2D rendering by drawing onto a BufferedImage and drawing that to a BufferStrategy. This allowed me to scale the image to acheive a low-resultion effect at higher resolution windows by drawing the image as

g.drawImage(image, 0, 0, width, height, null);

but when I make the window, I go

main.setPreferredSize(new Dimension(width * scale, height * scale));

Thus making it three times more spread out.

Anyways I just found out how much more efficient it is to draw directly onto the BufferStrategy instead of using a BufferedImage. So my question is:

How can I draw directly onto the BufferStrategy and still scale the image? Is this possible at all?

 | Nathan

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Offline jonjava
« Reply #1 - Posted 2012-07-23 06:42:29 »

Wouldn't drawing directly on the BufferStrategy nullify its use? Isn't its purpose to do the double buffering for you so you don't have to keep track of the off-screen fully drawn image?

I've worded that badly, this is what I use

                // Create BufferStrategy
      BufferStrategy bs = getBufferStrategy();
      if (bs == null) {

                // Get BufferStategy's graphics object //
      Graphics g = bs.getDrawGraphics();
                // Clear the screen
      g.fillRect(0, 0, getWidth(), getHeight());

      int ww = WIDTH * SCALE;
      int hh = HEIGHT * SCALE;

                // draw on it
      g.drawImage(image, 0, 0, ww, hh, null);
                // dispose of it (finished drawing)
                // show it;

Offline CaptainJester

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Medals: 12
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Exp: 14 years

Make it work; make it better.

« Reply #2 - Posted 2012-07-23 22:47:50 »

When you are drawing you can cast your Graphics object to a Graphics2D object. Then call Graphics2D.scale(). Then do your drawing after calling scale. All future drawing calls will be scaled.

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Offline nsigma
« Reply #3 - Posted 2012-07-23 23:03:09 »

Depending on exactly what drawing operations you are doing, it may be faster to draw at 'normal' scale into a VolatileImage, and draw that scaled to the BufferStrategy.

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