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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