I have a very large complicated diagram that needs to be drawn on the fly.
I am already using a double buffered technique to paint the image (from this answer: Using threads to paint panel in java) however, the generated image that is being painted is so large that it cant be painted as a single image (and the multiple images required to paint it cant be stored in memory all at the same time). For this reason, I paint the currently visible area of the view + some margin. As I scroll, I paint the area that is going to come next, and remove from memory the area we just came from. However, if the user then decides to change direction, they need to wait for this area to be painted again. My question is this:
If a single "frame" of the screen being painted is approximately 1000*1000 pixels, in which approximately 5000 lines/circles are drawn (nodes/edges of a graph) is it likely to be more efficient to repaint this image each time, or is there a way to affectively cache the image to hard disk (to avoid java heap limitations).
Ive already optimised the paint method as much as I can think of, but there are still several seconds of delay if a user scrolls to quickly (i.e. moves out of the painted area before the next set of "frames" are painted). So my second question is this: Will moving to OpenGL offer a large improvement, and will it require major changes to the infrastructure of the code? (I tried doing this a couple of days ago, and found it was not as simple as I thought - often led to the computer crashing).