I searched google for this problem, but i can't really resolve them.
More info on code below.
Here are the two snippets of code, relevant:
//prepare
g = (Graphics2D) strategy.getDrawGraphics();
g.setColor(Color.white);
g.fillRect(0,0,getWidth(),getHeight());
for(ListIterator<Chunk> it = chunkvector.listIterator();it.hasNext();){
Chunk r = it.next();
r.drawChunk(g);
}
for(ListIterator<Entity> it = vectorpainter.listIterator();it.hasNext();){
Entity r = it.next();
r.drawObjects(g);
}
//Chat
if(coni.getVerified()){
try {
chat.update(g);
} catch (IOException e) {
println("I/O Exception while updating chat! "+e.toString());
}
//Framerate Anzeige
if(fps_on){
g.setColor(Color.red);
g.drawString("FPS: "+fps, 20, 20);
}
//Tickberechnung & Anzeige
tick++;
if(tick>=65536)
tick=0;
if(tick_on){
g.setColor(Color.red);
g.drawString("Tick: "+tick,80,20);
}
//end drawing
g.dispose();
strategy.show();
interesting about that:
Chunks, Entities are painted, white rect also, but fps and tick NEVER (both are true, of course), i even wrote System.out.print("..."); into the if-clauses, and it is executed! :S
I think it is something about GPU acceleration, so i added the second code block, how images are loaded. One entity does also drawString, (showing playername above head) and it works, but in the main thread not? :(
second:
public Image[] loadPics(String path, int cnt){
Image[] anim = new Image[cnt];
BufferedImage source = null;
BufferedImage temp;
URL pic_url = getClass().getResource(path);
if (pic_url == null) {
fail("Can't find ref: "+path);
}
try{
source = ImageIO.read(pic_url);
}catch(IOException e){
fail("Failed to load: "+path);
}
// create an accelerated image of the right size to store our sprite in
GraphicsConfiguration gc = GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().getDefaultConfiguration();
for(int x=0;x<cnt;x++){
temp = source.getSubimage(x*source.getWidth()/cnt, 0,
source.getWidth()/cnt, source.getHeight());
anim[x]= gc.createCompatibleImage(temp.getWidth(), temp.getHeight(), Transparency.BITMASK);
anim[x].getGraphics().drawImage(temp,0,0,null);
}
System.out.println(pic_url+" - loaded.");
return anim;
}
second one i copied from a tutorial, maybe a bit edited.Before that i"ve painted with paintComponent(Graphics g) ... this worked, tutorial have said i could get better performance using this method, so i tried, and want to manage it somehow.
Now it is drawing in a run loop, when i copy everything to paintComponent, no Images are drawn.
For those who managed to get past all the text a little bit of extra work:
The program runs fine on a university pc - not that good hardware ^^ , and bit of laggy at mine, which should be more than double the computationpower. Any ideas? :(
Java(c) 1.7
Many thanks, even you just read that! :)
Okay, this can be closed. My drawing problem had nothing to do with the code above.
Problem was, that things i wanted to paint were not in the picture. That I achieved through giving statements like:
fillRect(50,50,2/3*frame.getHeight(),130);
the 2/3 resolves to 0, multiplied with frameHeight...
Trick was to write (int)(2./3.*frame.getHeight())
and one time I also tried to draw a String into the panel section, where closing , maximize buttons are, that wont work too , of course.
THanks anyway!
Related
I'm currently trying to draw an image to a JFrame (just a nonsense test image). In the code bite below, the image is drawn to the JFrame, but the area around the image that doesn't fill JFrame is black that rapidly flashes.
Here is the code below:
try {
myImage = ImageIO.read(ImagesMain.class.getResource("/Textures/TestImage.png"));
}catch(Exception e) {
e.printStackTrace();
}
BufferStrategy strategy = null;
while(strategy == null) {//I know this is terrible practice, just doing this way because its inside main
strategy = myCanvas.getBufferStrategy();
if(myCanvas.getBufferStrategy() == null) {
myCanvas.createBufferStrategy(3);
}
}
myFrame.setVisible(true);
//Rendering part
while(true) {
do {
do {
g = strategy.getDrawGraphics();
g.setColor(Color.WHITE);
g.drawImage(myImage, 20, 20, null);
g.dispose();
}while(strategy.contentsRestored());
strategy.show();
}while(strategy.contentsLost());
}
I've tested and retested my code several times to no avail. I should also add that this is all done in the main method (for testing purposes). Long story short, how do I display my image without the unnecessary black flashing around the image?
When this happens, it is because one is not clearing the Frame to which they are drawing. In this instance,
g.clearRect(x, y, height, width); is needed to clear the drawing frame and display a clear image.
Answer courtesy of #MadProgrammer above, in comments.
I'm writing an application in Java that retrieves the cover art of books. Most of the images that I try retrieving are displayed just fine, but periodically, I'll run into one that doesn't display and I can't for the life of me figure out why. Maybe someone can help me. Here is the relevant code:
private BufferedImage cover;
try {
cover = ImageIO.read(new URL(coverArt.getImageURLs().get(0)));
} catch (IOException exception) {
System.out.println("error");
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
//System.out.println(buttonPanel.getHeight());
if (LeftPanel.getCollectionTable().getSelectedRow() >= 0) {
g.drawImage(ComicBookCollection.getComicBookCollection().get(LeftPanel.getCollectionTable().getSelectedRow() + positionAdjust).getCover(),
12, 80, getWidth() - 25, getHeight() - 130, null);
} else {
repaint();
}
}
There is a list of strings of image urls that is compiled before this. I know that the list is being compiled correctly. For some reason, it is only for specific random titles. If I put Superman 2 in there, it doesn't come up, but if I put Superman 1 in there, it does. I've tried using the url of the problematic images in other programs and they display just fine. Maybe someone can figure out what is gong on.
The code looks fine, but it's non-standard so there may be some gotcha somewhere.
Try using standard Swing components for this. I.e. have the right panel be a JLabel, and make it show the image by wrapping it in an ImageIcon object and calling setIcon on the label.
For some reason I have found a glitch that makes no sense at all and only appears on the Galaxy Note 4, as I think now. The only test devices I have is a Nexus 7 (2012), blue stacks beta and the Note 4. This glitch only is appearing on the note 4. Here is the drawing code:
if(!started){
continue;
}
h = getHolder();
if (!h.getSurface().isValid()){
continue;
}
Canvas c = h.lockCanvas();
c.drawRect(0, 0, this.getWidth(), this.getHeight(), white);
//draw walls
for(int i=0;i<walls.length;i++){
c.drawRect(walls[i].x, walls[i].y, walls[i].bottom, walls[i].right, red);
}
//draw portals
for(int i=0;i<portals.length;i++){
Log.d("S", i+"");
Log.d("S", portalimages[i].toString());
c.drawBitmap(portalimages[i], portals[i].x1, portals[i].y1, null);
c.drawBitmap(portalimages[i], portals[i].x2, portals[i].y2, null);
}
//draw startlocations
for(int i=0;i<startlocations.length;i++){
c.drawBitmap(player, startlocations[i].x, startlocations[i].y, null);
}
//draw checkpoints
for(int i=0;i<checkpoints.length;i++){
c.drawRect(checkpoints[i].x, checkpoints[i].y, checkpoints[i].x+this.getHeight()/18, checkpoints[i].y+this.getHeight()/18, blue);
}
//draw middle line
c.drawRect(0, getHeight()/2-getHeight()/80, getWidth(), getHeight()/2+getHeight()/80, black);
menu.draw(c);
h.unlockCanvasAndPost(c);
The glitch happens once my onClick is called. it just adds a new startlocation:
startlocations[location] = new Coord(lastx, lasty);
if(location>0){
location = 0;
}else{
location++;
}
break;
Note: startlocations is setup with startlocations = new Coord[2];
Sorry for the video quality. The Note 4 is my Dad's so I had to send it over a messaging service and it compressed it, then YouTube compressed it more. Then it breaks out into this: https://www.youtube.com/watch?v=Ig9mflYBPaI
There is nothing else that changes on click of the player start locations button. I will try to look more into this but I decided to post it here in case I missed something. Thanks!
Edit:
I now know that the problem goes away when you do not have this line : c.drawBitmap(player, startlocations[i].x, startlocations[i].y, null); which makes no sense. There is no error and it is loaded with this code. BitmapFactory.decodeResource(getResources(), R.drawable.portal); and later is adjusted with Bitmap.createScaledBitmap(player, this.getHeight()/18, this.getHeight()/18, true);
I found the answer and it makes NO sense at all. For some reason, just in this class, the image needs to have transparency or else it glitches. Later on I draw other non transparent images. It makes no sense but it works. please tell me if you know any reason why this happens.
My guess is that in the other class I used the main package but in this class it's a different package. This could be the reason why it's only this class (or method). I'll have to do more testing.
Thanks.
My problem is quite simple to understand. I have a JPanel inside a JFrame in order to display some graphics using the drawFormula() method below to display 3d points in screen using perspective projection. Everytime drawFormula() reaches its end I just recall itself to draw the shape again and again and again and because I dont want to have any image flickering problems I dont use the paintComponent method but i call drawImage() method from panelG which I get from this.getGraphics() method of my JPanel. Everything runs fine, but the problem is that after a certain amount of time it stops rendering and i believe that it has to do with the list of BufferedImages it holds everytime i call drawImage(). Is there a way to remove the previous not needed images from the stack? Thanks in advance!
public void drawFormula(){
for(double i=latMin;i<latMax;i+= 0.05){
for(double j=longMin;j<longMax;j+= 0.05){
calc(m,n1,n2,n3,i,j);
applyRotationX();
applyRotationY();
applyRotationZ();
if(outX>xxmin && outX<xxmax && outY>yymin && outY<yymax){
xxx = (int)((outX-xxmin)*xinc);
yyy = (int)((outY-yymin)*yinc);
zzz = (int)((outZ-zzmin)*zinc);
//img_g.drawRect(xxx, yyy, 1, 1);
//img_g.drawRect((int) (planeX.getOffset(new Vector3D(xxx,yyy,zzz)))+600,(int) (planeY.getOffset(new Vector3D(x[i],y[i],z[i])))+350+j,1,1);
//img_g.setColor(new Color(Color.HSBtoRGB((float)(outX/outY), (float)(outY), (float)(outZ))));
drawPoint(xxx, yyy, zzz);
//panelG.drawImage(img, 0, 0, null);
}
}
}
//panelG.dispose();
//panelG = getGraphics().create();
panelG.drawImage(img, 0, 0, null);
thetaX += 1;
thetaX %= 360;
img_g.setColor(Color.black);
img_g.fillRect(0, 0, getWidth(), getHeight());
drawFormula();
}
I think it stops rendering due to a stackoverflow. You have an unconditioned recursion in your code (the drawFormula() at the end of drawFormula), which will cause a stackoverflow at some point. For the flickering: use setDoubleBuffered(true), this should solve your problem aswell.
I am trying to draw increasing circles in a TextureView. The centre of all circles is the same. I then try to increase the drawn Circle until a specific limit is reached. Then I want to clear the canvas and start over again. However using my code (see below), the canvas seems to never be cleared. Actually it flashes white shortly when it should be cleared, but then when the first circle in the next cycle is drawn (after attempting to clear canvas), all previous circles reappear and the whole animation seems to go crazy. After letting it run for several seconds I am left with dozens of circles (some overlapping) instead of only approximately 4 per cycle. Furthermore they do not have the radius I gave them (basically my code ends up drawing numerous circles of random sizes). Spent several days trying different things, but nothing seems to help.
Here's my code:
paint.setColor(Color.argb(opac, 177, 177, 177));
stroke = 5;
paint.setStrokeWidth(stroke);
radius = 10;
Canvas canvas = new Canvas();
Boolean clear = false;
//Added these two lines following advice from a previous answer:
Paint clearPaint = new Paint();
clearPaint.setXfermode(new PorterDuffXfermode(Mode.CLEAR));
while (mRunning && !Thread.interrupted()) {
canvas = mSurface.lockCanvas(null);
try {
if(clear){
canvas.drawPaint(clearPaint); //This line should clear the canvas.
clear = false;
}else{
canvas.drawCircle(circleX, circleY, radius, paint);
}
} finally {
mSurface.unlockCanvasAndPost(canvas);
}
if(radius+15 <= circleY-stroke/2){
radius+=15;
}else{
radius = 10;
clear = true;
}
try {
Thread.sleep(360);
} catch (InterruptedException e) {
// Interrupted
}
Would really appreciate it if someone could help me out here. I wasn't able to proceed with my project for several weeks now due to this problem.
Create a new Paint Instance for just clearing the canvas
Paint clearPaint = new Paint();
clearPaint.setXfermode(new PorterDuffXfermode(Mode.CLEAR));
In your if() block for clearing the canvas, paint it with the above instance of Paint
if(clear){
canvas.drawPaint(clearPaint);
clear = false;
}