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  Proper way to create images?  (Read 1840 times)
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Offline GergisKhan

Junior Member




"C8 H10 N4 O2"


« Posted 2002-11-06 15:37:28 »

I start this as a new thread because it really belongs as a tech tip, I think.

In 1.3.1, what is the proper way to create a buffered Image?

There are two that I think are possibles:

Image i = new BufferedImage( width, height, Transparency.TRANSLUCENT);

Image i = new BufferedImage( width, height, BufferedImage.TYPE_INT_ARGB);

There's also:

Image i = gc.createCompatibleImage(width, height, Transparency.TRANSLUCENT);

(or Transparency.BITMASK, or Transparency.OPAQUE).

Which is right?

What's right in 1.4.1?

gK

"Go.  Teach them not to mess with us."
          -- Cao Cao, Dynasty Warriors 3
Offline Themroc

Junior Member





« Reply #1 - Posted 2002-11-07 06:59:06 »

Since no on else is answering ...
For 1.3 a good way should be:
MyVisibleComponent.getGraphicsConfiguration().createCompatibelImage(...)

This will give you an image that is optimised for blitting to the visible component, it has the same format and so the blit can be done 1:1 with no conversion necessary.

A new BufferedImage(...) will usually not result in a blit-optimal Image
Offline trembovetski

Senior Member




If only I knew what I'm talking about!


« Reply #2 - Posted 2002-11-08 04:39:30 »

One can also use GraphicsConfiguration.createCompatibleImage(w, h) or (w, h, Translucency).

This is usable when you don't have a component visible.
A typical way to use it would be
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GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment()
GraphicsDevice gd = ge.getDefaultScreenDevice();
GraphicsConfiguration gc = gd.getDefaultConfiguration();
Image im = gc.createCompatibleImage(100, 100);

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Offline GergisKhan

Junior Member




"C8 H10 N4 O2"


« Reply #3 - Posted 2002-11-08 06:53:32 »

Thanks, guys.

I started using this but there was no appreciable increase in speed.  See my new thread for a possible reason why.

gK

"Go.  Teach them not to mess with us."
          -- Cao Cao, Dynasty Warriors 3
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