OGL: translucent VolatileImages should be hardware accelerated

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    • Type: Enhancement
    • Resolution: Fixed
    • Priority: P4
    • 6
    • Affects Version/s: 5.0
    • Component/s: client-libs
    • None
    • 2d
    • b53
    • generic
    • 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.

            Assignee:
            Christopher Campbell (Inactive)
            Reporter:
            Christopher Campbell (Inactive)
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