Better performance for Java Canvas Buffered images -


i using java canvas , have draw method, called 20 times second. iterates through array of images , draws scaledinstance of them depending on window size:

g.drawimage(img.getscaledinstance(                 (short)math.round(rect.width * yvector),                 (short)math.round(rect.height * yvector),                 image.scale_smooth),         (short)math.round(rect.x * xvector),         (short)math.round(rect.y * yvector), null); 

performance bad. using buffer strategy , how images, bufferedimage, declared:

try {     image = imageio.read(new file("resources/drawable/" + src));     img = (bufferedimage)image.getimage(); } catch (ioexception e) {     // todo auto-generated catch block     e.printstacktrace(); } 

the performance issues came getscaledinstance. scaled image 20 times/second, not performant. our application has fixed positions , sizes, runs stable, high fps rate.


Comments

Popular posts from this blog

commonjs - How to write a typescript definition file for a node module that exports a function? -

openid - Okta: Failed to get authorization code through API call -

ios - Change Storyboard View using Seague -