Canvas uses BGRA sample model

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Canvas uses BGRA sample model

Postby cowwoc » Fri Oct 08, 2010 8:43 pm

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?

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Re: Canvas uses BGRA sample model

Postby renanse » Fri Oct 08, 2010 11:36 pm

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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Re: Canvas uses BGRA sample model

Postby cowwoc » Sat Oct 09, 2010 12:25 am

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:

Code: Select all
BufferedImage image = GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().getDefaultConfiguration().createCompatibleImage(1, 1);
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