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Any clean Java Swing double buffering advice?

Hi

My RTS game is ready for graphics. I have found some good sprites to use, for dev at least. I am having issues with Jframe double buffering and flickering. I draw my Mutalisk, - an Image object - onto the getGraphics() of the JFrame. It flickers :(
Should I be creating an Image the size of the window, drawing on it and setting the image as the window's graphics (an off-screen buffer?) how?

Thanks
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beavoid
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beavoid
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2 Solutions
 
dpearsonCommented:
I think you want to look into the BufferStrategy class (http://docs.oracle.com/javase/tutorial/extra/fullscreen/bufferstrategy.html)

which is part of the general double buffering solution in Java:
http://docs.oracle.com/javase/tutorial/extra/fullscreen/doublebuf.html

You shouldn't have to do too much work yourself to support this.

Doug
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beavoidAuthor Commented:
Thanks
How do I un-neglect this question?
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beavoidAuthor Commented:
Thanks

Which Java strategies automatically use graphics hardware on the machine?
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dpearsonCommented:
I think they'll all attempt to use hardware acceleration when possible.  I think you can test if they're actually available or not in hardware through the BufferCapabilities class - e.g.

http://docs.oracle.com/javase/7/docs/api/java/awt/BufferCapabilities.html#isPageFlipping()
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beavoidAuthor Commented:
just a comment to keep this question alive ;) they annihilate inactive questions :) Will very soon get to this issue.

Thanks
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beavoidAuthor Commented:
Thanks
Someone suggested I have everything on a giant .PNG file, load that in and extract the images I need from that. Obviously that retains transparency? How do I make those into frames - animated Image Objects?
Is PNG quality type exactly what games are done with?
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dpearsonCommented:
PNGs are fine since they're a lossless format (JPEG for example uses a lossy compression - so the image isn't exactly what you created, while PNGs are).

Here's a little code snippet that loads a PNG and saves it out at a different size - keeping the transparency.
You should be able to adapt it pretty easily into something that extracts just a portion of the original image and rather than writing it out as a new png, just keeps it around for drawing in the game.

	void scaleImage(File srcFile, File destFile, int targetWidth, int targetHeight) throws Exception
	{
		 BufferedImage in = ImageIO.read(srcFile);
		 GraphicsConfiguration gc = in.createGraphics().getDeviceConfiguration();
		 BufferedImage out = gc.createCompatibleImage(targetWidth, targetHeight, Transparency.BITMASK);
		 Graphics2D g2d = out.createGraphics();	
                 g2d.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_NEAREST_NEIGHBOR) ;
		 g2d.setComposite(AlphaComposite.Src);		// This is the key step to setting the transparent fields correctly.
		 g2d.drawImage(in, 0, 0, targetWidth, targetHeight, null);   You can pass something other than 0,0 here...
		 g2d.dispose();
		 ImageIO.write(out, "png", destFile);		
          }

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Doug
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beavoidAuthor Commented:
Just A comment just to keep this question alive til I get home from vacation soon
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beavoidAuthor Commented:
Thanks

The links are clean and straightforward.

There is a guy on Youtube who makes clear videos :

Java Game Programming

episodes, that had one that was very helpful - a BufferStrategy one.
My mutalisks are complacently flapping aground, not knowing that they were formerly neon lights due to flickering.
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beavoidAuthor Commented:
A link to the Buffer Strategy Youtube is here
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