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The third graphics drawing mode for BD-J is called frame-accurate animation (FAA) It comes in two variants image frame-accurate animation and synchronized frame accurate animation (SFAA) The idea of this drawing mode is to have a tighter connection of the graphics animation to the video presentation in the background The FAA graphics are locked frame-by-frame to the video playback, which means that graphics will only appear at
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the timecode desired This feature provides a great potential for creative applications However, it, too, does not come for free Looking at all three drawing methods SRC, SRC_OVER, and FAA, the player performance numbers vary The fastest drawing method is the SRC mode as it draws the image directly to the screen without applying any alpha blending The recommended minimum performance for the SRC drawing mode is 15 megapixels per second Since the SRC_OVER and FAA modes require additional processing for operations, such as applying alpha blending or timing, the minimum performance is lower at 10 megapixels per second Such implications should be kept in mind while designing applications to ensure that the animations will perform as expected on all players
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One of the main benefits for using BD-J menus is they allow a lot of flexibility An area where this becomes particularly apparent is for displaying dynamically-generated text This provides a huge contrast to DVD or to HDMV menus where all the text has to be pre-composed and cannot be dynamically created during playback For example, for a DVD game, an individual graphic for every possible score has to be created and stored on the disc This limitation is history when using BD-J where the scores can be dynamically generated by the Java code and displayed on the screen Additionally, for example, it is possible for users to enter their name to personalize the game or to allow multi-player scenarios There are two ways that BD-J text can be implemented on a Blu-ray Disc One approach is to use fonts in a manner similar to text subtitles The BD-J application loads an OTF font and then can render any text string to the screen Of course, this has the same drawbacks as the text subtitles, which means each player uses a slightly different font renderer, making the final result potentially look different on each player However, to display certain information, such as, game scores, user names, or runtimes of videos, this is a great method to use A second, but a little bit more complicated, way is to implement bitmap fonts Basically, there is one large image file (often called a character strip) containing all the letters and numbers in the alphabet with an associated coordinates list that describes the cropping parameters for each letter However, it should be noted that bitmap fonts are not natively supported by BD-J but, instead, must be implemented in the application But, by using this method, any text string can be assembled on the screen using the bitmap font This allows the creative designers to define how the font will look and does not leave it up to the player for interpretation The amount of additional graphics memory necessary to accommodate this may be negligible Although this method works great for western languages, applying it to Asian languages is much more difficult considering the larger amount of characters available However, both options should be considered to provide a more dynamic user experience
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Being able to create interactive, dynamic, and animated menus is a great benefit of using BD-J, but there are additional features that are much more advanced and provide a lot of creative potential that is waiting to be unleashed Some of these features are not possible
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