Canvas uses BGRA sample model
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Developer discussions only. Newbie questions belong in the HELP! forum. This is a forum for discussing development work on the Ardor3D core systems. Basically, anything that is in the ardor3d-core, math or savable modules.
Developer discussions only. Newbie questions belong in the HELP! forum. This is a forum for discussing development work on the Ardor3D core systems. Basically, anything that is in the ardor3d-core, math or savable modules.
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Canvas uses BGRA sample model
Hi,
I noticed that the Ardor code hard-codes the use of BGRA sample model in some places (I forget whether it was in the lwjgl, jogl or headless canvas). I know this improves performance under Windows but shouldn't we have a method similar to DeviceConfiguration().createCompatibleImage() to pick the right sample model depending on the platform?
Gili
I noticed that the Ardor code hard-codes the use of BGRA sample model in some places (I forget whether it was in the lwjgl, jogl or headless canvas). I know this improves performance under Windows but shouldn't we have a method similar to DeviceConfiguration().createCompatibleImage() to pick the right sample model depending on the platform?
Gili
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Re: Canvas uses BGRA sample model
I think you are referring to LwjglHeadlessCanvas. If you'd like to submit some better choices for other platforms, that would be great.
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renanse - Site Admin
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Re: Canvas uses BGRA sample model
renanse wrote:I think you are referring to LwjglHeadlessCanvas. If you'd like to submit some better choices for other platforms, that would be great.
I guess we'll cross that bridge when we get there. There is probably some way to reverse-engineer the correct value from:
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BufferedImage image = GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().getDefaultConfiguration().createCompatibleImage(1, 1);
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