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Re: drawImage speed
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Re: drawImage speed



Are you sure the images on Mac are still managed images?

We had similar performance problems, but it's because we were accessing the underlying DataBuffer's to the bufferedimages.

Are you in any way "mucking" with the images? Or adding ImageObserver's?

In our experience Mac is always slower than Windows when it comes to images... but there is a point at which we called it "abysmal"... and there are ways to avoid the abysmal state. :)

On Nov 2, 2005, at 1:37 AM, Jerry wrote:

Hi,

I know this has been the subject of much heated discussion in the past, but not for some time, so....

I have a situation where I have two BufferedImages and in a loop I draw image A into image B twice, then swap A and B over to get a feedback effect. On my Mac this goes a factor of ten slower than on a slower PC, making the Mac version unusable. Investigation shows that with 256x256 images, the first drawImage of each loop takes on the order of half a second whereas the second one takes a few microseconds. On Windows, both are equally fast. It's actually faster on the Mac to not call drawImage and do my own affine transform and alpha compositing in pure Java. If I could get Shark to work (but that's another story), I suspect it would tell me that the time is spent shuffling images to and from the GPU.

Does anyone have any insight into this? Is there any way to turn off this business of keeping mirrors of BufferedImages in VRAM, and would that help? In my case, these images will never be drawn to the screen, if that's any help. The mirroring also seems to be bug-ridden, e.g. if you call setRGB to change the pixels of an image, these changes often get wiped out by the next graphics operation you do.

Jerry

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