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Does every image need to be a 'VolatileImage' in a 2d game?

C Wang

Joined: Jun 05, 2009
Posts: 3
I'm a little confused about how VolatileImage s are supposed to be used.
Are they just for the 'main' image (the one you draw other images on) or should the other images (like sprite images) be VolatileImage as well?

for example i have 2 images 'screenimage' and 'enemyimage', and I draw enemyimage on to screenimage
if I want to use hardware acceleration on them should I just make screenimage a VolatileImage or should enemyimage be a VolatileImage too?
Marlon Drescher

Joined: Jun 20, 2011
Posts: 1
I have exactly the same question.
Free JAVA Action MMORPG!
Stephan van Hulst

Joined: Sep 20, 2010
Posts: 3575

Hi Marlon, welcome to CodeRanch.

You only need VolatileImage if you want hardware acceleration for your image. This is usually the case for offscreen rendering of a scene. Swing already takes care of most of this.

Just use BufferedImage, and only if performance is low, should you consider using a VolatileImage for rendering scenes. Static graphics objects should never use VolatileImage.
I agree. Here's the link:
subject: Does every image need to be a 'VolatileImage' in a 2d game?
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