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Enhancement
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Resolution: Fixed
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P4
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5.0
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None
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b53
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generic
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generic
In 1.5, new API was added to allow for the creation of non-opaque
VolatileImages:
GraphicsConfiguration.createVolatileImage(int w, int h, int trans);
The OpenGL-based Java 2D pipeline currently returns a system memory based
VolatileImage from this method (if the trans parameter is not OPAQUE). In
theory, we could create a pbuffer in this case, if the GraphicsConfig supports
a stored alpha channel. That would allow for hardware accelerated rendering
to a translucent offscreen surface, and copies from that surface would also
be accelerated.
A number of developers, especially on javagaming.org, are looking forward to
using translucent VolatileImages, so we should do what we can to support this
feature in hardware.
VolatileImages:
GraphicsConfiguration.createVolatileImage(int w, int h, int trans);
The OpenGL-based Java 2D pipeline currently returns a system memory based
VolatileImage from this method (if the trans parameter is not OPAQUE). In
theory, we could create a pbuffer in this case, if the GraphicsConfig supports
a stored alpha channel. That would allow for hardware accelerated rendering
to a translucent offscreen surface, and copies from that surface would also
be accelerated.
A number of developers, especially on javagaming.org, are looking forward to
using translucent VolatileImages, so we should do what we can to support this
feature in hardware.
- relates to
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JDK-6255507 OGL: use GL_EXT_framebuffer_object extension for improved performance
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- Resolved
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