Advanced Graphics

  • David Wallace Croft


In this chapter, I will introduce you to a number of advanced graphics topics including hardware-accelerated images, multi-buffering, and full-screen exclusive mode. Hardware-accelerated images can be used to increase the frame rate by storing and manipulating image data directly in video memory. Multi-buffering uses additional image buffers so that the generation of the screen image can take place in a thread separate from the event dispatch thread. Running your game in full-screen exclusive mode allows it to fill the entire screen and is also required for setting the display mode and preventing tearing, that little ripple that sometimes appears if the video memory is being updated while the monitor is being refreshed.


Automatic Image Pixel Data Display Mode Game Graphic Core Package 


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Further Reading

  1. Feldman, Ari. “Designing for Different Display Modes.” Chapter 2 in Designing Arcade Computer Game Graphics. Piano, TX: Wordware Publishing, 2000.Google Scholar
  2. Kesselman, Jeffrey. “Understanding the AWT Image Types.” 2001.Google Scholar
  3. Martak, Michael. “Full-Screen Exclusive Mode API.”
  4. Sun Microsystems. “High Performance Graphics.”
  5. Sun Microsystems. “The VolatileImage API User Guide.”

Copyright information

© David Wallace Croft 2004

Authors and Affiliations

  • David Wallace Croft
    • 1
  1. 1.The Institute of Interactive Arts & Engineering programUniversity of TexasDallasUSA

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