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1  Java Game APIs & Engines / Java 2D / fast Grayscale->RGB on: 2003-07-22 20:08:10
I am trying to display a 12-bit unsigned grayscale image as fast as I can and since I am new to the graphics end I would appreciate any help I can get.

Currently, I am doing this using:

[size=2]    GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();
   GraphicsConfiguration gc = env.getScreenDevices()[0].getDefaultConfiguration();
   image = gc.createCompatibleImage(width, height);


   pixels = new short[height*width];
   dataBuffer = new DataBufferShort(pixels, pixels.length);

   sampleModel = RasterFactory.createBandedSampleModel(DataBuffer.TYPE_SHORT, width, height, 1);
   raster = RasterFactory.createWritableRaster(sampleModel, dataBuffer, null);

   cs = ColorSpace.getInstance(ColorSpace.CS_GRAY);

   cm = new ComponentColorModel(cs, new int[]{16},
                                                        false, false,
                                                        Transparency.OPAQUE,
                                                        DataBuffer.TYPE_SHORT);

   bi = new BufferedImage(cm, raster, true, null);

   short[] newData = getImageData();
   System.arraycopy(newData, 0, pixels, 0, pixels.length);

   // draw image into buffer and refresh display
   Graphics2D g2 = (Graphics2D)image.getGraphics();
   g2.drawRenderedImage(bi, AffineTransform.getTranslateInstance(0, 0));
   paintImmediately(0, 0, width, height);[/size]

but it is very slow.  I have timed this and most of the time is spent in the g2.drawRenderImage() call.  I am assuming that this time is spent in the gray->rgb conversion, although it could be in the scaling of the data to fit on the monitor.  I have looked at the image components and it is a DirectColorModel and the SampleModel is a SinglePixelPackedSampleModel.
I have also unsuccessfully tried to do the Grayscale->RGB conversion myself and put the converted data directly into the image.getData().getDataBuffer().getData() area.  This didn't seem to do anything.  There must be a better way of doing this.


2  Java Game APIs & Engines / Java 2D / help painting image as it is being scanned on: 2003-07-02 20:23:21
I have an application that is receiving image data and I am trying to paint the data as fast as I receive it.
Currently I am doing this by creating a single 125 line renderedImage and using a System.arraycopy() to put new image blocks into the ri.

    System.arraycopy(newData, 0, riData, 0, riData.length);

   g2.drawRenderedImage(ri, AffineTransform.getTranslateInstance(0, ty));

   paintImmediately(x, y, w, h);


If it matters the image blocks are being painted from top to bottom.  Also, my image is being scaled down to fit the image area I have on the screen (not full screen).

My problem is that currently I am able to receive data at a rate faster than 1 line/ms, but it takes another 4 ms/line to paint it.  Does anyone have any suggestions on how to do this faster?  I am using blocks of data because I thought it would take less time to display than doing each line,  but is still slow.  This is running on a Blade 150 running Solaris 8 w java 1.4.1-b21.  Thanks for any hints, suggestions or pointers.
   
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