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  Drawing to off-screen buffer  (Read 1259 times)
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Offline syndicatedragon

Senior Newbie




The Internet!? Is that thing still around?


« Posted 2003-02-07 21:44:03 »

Can anyone tell me why this code puts a white rectangle on the screen as opposed to a red one? There is something simple that I'm missing.

Also, is my second call to getDefaultConfiguration necessary?


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    public FullScreenTest3(int numBuffers, GraphicsDevice device) {
        try {

            GraphicsConfiguration gc = device.getDefaultConfiguration();
           
            mainFrame = new Frame(gc);

            mainFrame.addKeyListener(new KeyAdapter() {
                public void keyTyped(KeyEvent e)
                {
                    char keyChar = e.getKeyChar();
                    if (keyChar=='q' || keyChar=='Q') {
                        quitFlag = true;
                    }
                } });
           
                                       
            mainFrame.setUndecorated(true);
            mainFrame.setIgnoreRepaint(true);
            device.setFullScreenWindow(mainFrame);
            if (device.isDisplayChangeSupported()) {
                chooseBestDisplayMode(device);
            }

            gc = device.getDefaultConfiguration();

            myImage = gc.createCompatibleImage(16, 16);
            myImage.getGraphics().setColor(Color.red);
            myImage.getGraphics().fillRect(0,0,16,16);

            /*
            ** added this to avoid race condition
            */

            Thread.sleep(1000);
            mainFrame.createBufferStrategy(numBuffers);
            BufferStrategy bufferStrategy = mainFrame.getBufferStrategy();
            while (quitFlag == false) {
                Graphics g = bufferStrategy.getDrawGraphics();
                if (!bufferStrategy.contentsLost()) {

                    g.setColor(Color.black);
                    g.fillRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);

                    g.drawImage(myImage, 200, 200, null);

                    bufferStrategy.show();
                    g.dispose();
                }
                try {
                    Thread.sleep(lag);
                } catch (InterruptedException e) {}
            }
        } catch (Exception e) {
            e.printStackTrace();
        } finally {
            device.setFullScreenWindow(null);
        }
    }
Offline Harley Rana

Junior Member




Java games rock!


« Reply #1 - Posted 2003-02-08 00:50:57 »

im not sure why the colors wrong.
id get rid of myImage, and do all the drawing in the while{} straight into the bufferedStategey.getDrawGraphics().
Offline syndicatedragon

Senior Newbie




The Internet!? Is that thing still around?


« Reply #2 - Posted 2003-02-08 17:39:13 »

well, this is just an example that I cooked up. I'm trying to pre-render some images to blit during the display process, and this was just a test to figure out how to do it.

There must be something simple that I'm missing here!
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Offline Stuart Still

Senior Newbie





« Reply #3 - Posted 2003-02-09 01:37:39 »

The reason (I think) you are getting a white rectangle is because you are calling getGraphics() twice.  The first one returns a Graphics object and you set its draw color to red.  Then you get another  Graphics object, whose default colour is white which you actually draw to screen.  To fix this try:

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Graphics g = myImage.getGraphics();
g.setColor(Color.RED);
g.fillRect(0, 0, 16, 16);


I hope that is correct and makes sense to you Smiley

Stu
Offline syndicatedragon

Senior Newbie




The Internet!? Is that thing still around?


« Reply #4 - Posted 2003-02-09 16:55:16 »

Yes, I believe you are correct. Thanks for replying!
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