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  1.5beta1 & Image.setAccelerationPriority  (Read 2387 times)
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Offline Abuse

JGO Coder


Medals: 10


falling into the abyss of reality


« Posted 2004-03-26 23:37:36 »

I seem to remember reading somewhere that atm (1.5beta1) this method does nothing?
I've tested, and it appears to do nothing.

Is it going to be implemented in a future 1.5 release?

And if not fully implemented, can you atleast implement the special case :-
1  
image.setAccelerationPriority(0.0f);


I know there are other ways of de-managing an image (getRaster().getDataBuffer())
It'd just be nice to start using proper methods, rather than dirty hacks ^_^

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Offline trembovetski

Senior Member




If only I knew what I'm talking about!


« Reply #1 - Posted 2004-03-27 05:55:38 »

Unfortunately, it won't be implemented in 1.5 =(

And I don't think it makes much sense to implement only single value, because it'd also be a dirty hack =)

Now that I think about it, while we didn't have time to implement the full-blown priority management, we indeed should've at least tried to make a simple scheme allowing to enable/disable acceleration for a particular image.
Offline Abuse

JGO Coder


Medals: 10


falling into the abyss of reality


« Reply #2 - Posted 2004-03-27 10:36:16 »

I don't see implementing the special case of 0.0f as a dirty hack Shocked
I see it as fulfilling the specification of the method!

Quote

priority - a value between 0 and 1, inclusive, where higher values indicate more importance for acceleration. A value of 0 means that this Image should never be accelerated. Other values are used simply to determine acceleration priority relative to other Images.


So, specifying a value of 0 should prevent the image from being accelerated - and at the moment it doesn't :p

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Offline trembovetski

Senior Member




If only I knew what I'm talking about!


« Reply #3 - Posted 2004-03-30 04:42:57 »

But the spec also says that it's a hint, so what your quote means is "if this value is actually considered, it should mean this".

So, to me implementing only one special case looks like a hack.
Offline Abuse

JGO Coder


Medals: 10


falling into the abyss of reality


« Reply #4 - Posted 2004-03-30 19:40:09 »

Ah its only a hint, s'pose your right then.
Personally i'd still prefer a partial implementation rather than nothing at all Roll Eyes
I wonder if beta2 will throw a NotImplementedYet Exception  Cool

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Offline MGodehardt

Junior Member




why does the chicken cross the road?


« Reply #5 - Posted 2004-03-31 09:13:47 »

Seems 1.5 could be my first choice for a game framework, which is capable of doing what i want.

BUT we should file a petition for a Game SDK, the Java Runtime Download Package is getting bigger and bigger.

For my RT Game i need only AWT ( no Swing ).

Abuse did u test the Fullscreen mode again ? I am starting a new try and create a new GameEngine.

Also alpha blending seems to be hardware accelerated  Cool

P.S.: Sorry for thread hijacking
Offline Abuse

JGO Coder


Medals: 10


falling into the abyss of reality


« Reply #6 - Posted 2004-03-31 10:06:28 »

yup, I havn't managed to crash it when changing resolution/bitdepth/refreshrate/fullscreen etc etc.

I have noticed that 8bit fullscreen is veeeeeery slow though, almost as slow as a software back buffer.
I'm guessing blits to an 8bit vram back buffer arn't accelerated (probably because it was super buggy, and they couldn't easily fix it ^_^).

WinXP GF2gts 1.5beta1.

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