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  Some problems about GIF images...  (Read 933 times)
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Offline Alexian

Senior Newbie





« Posted 2006-09-11 15:34:22 »

Hi there! I got some problems with GIF images format.
In my J2D application (a simple game) I load some PNG images (24 bit colors), but since the execution was slow I switched the format of images in GIF format (8 bit colors). Here I met the problems. Before the switching, all the PNG images were loaded on the screen without problems, now the GIF images are loaded sometimes yes sometimes no. And I do not understand why. The method to load the images is the same:

   public static Image loadImage(URL path) {
      try {
         return new ImageIcon(path).getImage();
      } catch (Exception e) {   
         Log.errln(ERROR + "exception: " + e);
      }
      
      return null;
   }

   public static BufferedImage toBufferedImage(Image image) {
      BufferedImage bi = new BufferedImage(image.getWidth(null), image.getHeight(null), BufferedImage.TYPE_INT_ARGB);
      bi.getGraphics().drawImage(image, 0, 0, null);
      bi.getGraphics().dispose();
      
      return bi;
   }


I load the image in Image Object after I convert it in BufferedImage. Are the methods right or not?
Offline fletchergames

Senior Member





« Reply #1 - Posted 2006-09-11 16:49:47 »

I'm not sure it would cause that sort of problem, but I believe your toBufferdImage code should be:

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public static BufferedImage toBufferedImage(Image image) {
      BufferedImage bi = new BufferedImage(image.getWidth(null), image.getHeight(null), BufferedImage.TYPE_INT_ARGB);
      Graphics g = bi.createGraphics();
      g.drawImage(image, 0, 0, null);
      g.dispose();
     
      return bi;
   }


The main thing is that I don't think you count on getGraphics to return the same Graphics object every time.  Hence, you should get the object once.  I also used createGraphics instead of getGraphics because that's the more "normal" method to call for a BufferedImage.

This is the code I've been using for loading images:

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public static BufferedImage bufferImage(final Image image) {
   if(image == null)
      return null;

   //this enables transparency and makes the Image more likely to be a managed image
  BufferedImage buffer = createImage(image.getWidth(null), image.getHeight(null));
   Graphics2D g2 = buffer.createGraphics();
   g2.drawImage(image, 0, 0, null);
   g2.dispose();

   return buffer;
} //end bufferImage

public static BufferedImage createImage(final int width, final int height) {
   return createImage(width, height, true);
} //end createImage

public static BufferedImage createImage(final int width, final int height,
   final boolean bAllowTransparency)
{
   //get the GraphicsConfiguration
  GraphicsConfiguration graphicsConfiguration = GraphicsEnvironment.
      getLocalGraphicsEnvironment().getDefaultScreenDevice().getDefaultConfiguration();

   //this enables/disables transparency and makes the Image more likely to be managed
  return graphicsConfiguration.createCompatibleImage(width, height,
      bAllowTransparency ? Transparency.BITMASK : Transparency.OPAQUE);
} //end createImage

public static BufferedImage loadImage(final InputStream inputStream) {
   //load the file
  BufferedImage image = null;
   try {
      image = ImageIO.read(inputStream);
   } catch(Exception exception) {
      if(image == null)
         return null;
   }

   return bufferImage(image);
} //end loadImage


It's a bit more complicated than it has to be because I use the buffer/create methods for creating images too.
Offline Alexian

Senior Newbie





« Reply #2 - Posted 2006-09-11 17:11:13 »

Understood.
I will try, thanks man! Wink
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