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Re: Canvas flicker(again)

To: Getting Started <gettingstarted at lists dot realsoftware dot com>
Subject: Re: Canvas flicker(again)
From: Phil M <phil at mobleybros dot com>
Date: Mon, 1 Aug 2005 01:41:49 +0200
Delivered-to: gettingstarted at lists dot realsoftware dot com
References: <2005731191640115604129 at sjgHPnotebook dot rgbltd dot co dot uk> <42ED4507 dot A4945E1A at online dot no>
On Jul 31, 2005, at 11:39 PM, Eirik Karlsen wrote:

Well, there would still be two drawing operations involving the 500x600 pictures.

See my other post on that.

However I have sort of solved the problem, all it took was to reduce the color depth of the pictures from 32 to 8, and altering my color a tiny bit. The thing now runs about 200 times faster!

You sacrifice color quality and anti-aliasing on systems that support it. This should be OK if you are using only solid colors, but there is absolutely no control over what colors get mapped and whether the image gets dithered. For better color quality and anti-aliasing (if available) but still with better performance you should switch the color mode to 16 bit instead of 32. My BufferedCanvas defaults to 32 bit, but you can easily change that in the NewBuffer() method -- actually I do fall back to 16-bit if there is not enough memory to create the 32-bit buffer.

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