Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (757)
Games in Android Showcase (229)
games submitted by our members
Games in WIP (843)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Accelerated BufferedImage from Byte[]  (Read 3425 times)
0 Members and 1 Guest are viewing this topic.
Offline -*_*-

Innocent Bystander

« Posted 2009-01-30 15:17:00 »


I'm getting an RGB24 image from JNI as a Byte Array and need to get a Buffered Image of it.
Currently I'm using this code:
final DataBufferByte db = new DataBufferByte(new byte[][] {bytes}, bytes.length);
   final ComponentSampleModel sm = new ComponentSampleModel(DataBuffer.TYPE_BYTE, w, h, 3, w * 3, new int[] {2, 1, 0});
   final WritableRaster r = Raster.createWritableRaster(sm, db, new Point(0, 0));
            final ColorSpace cs = ColorSpace.getInstance(ColorSpace.CS_sRGB);
            int[] nBits = {8, 8, 8};
            final ColorModel colorModel = new ComponentColorModel(cs, nBits, false, false,
            final BufferedImage bi = new BufferedImage(colorModel, r, false, null);

It is pretty fast, but the returned bufferedImage ist not accelerated (isaccelerated() return false), so I tried to copy it into a compatibleImage for scaling it (or it will be verrry slow). The CompatibleImage is faster, but it still returns false on isaccelerated().
Is there a faster way to directly get an accelerated BufferedImage from the Byte Array??
Because copying an 1600x1200 Image to a CompatibleImage everytime is taking too much time.
Offline trembovetski

Senior Devvie

If only I knew what I'm talking about!

« Reply #1 - Posted 2009-01-30 19:39:22 »

You could create a VolatileImage and copy to it. That way you'll have one sysmem->vram upload, and then subsequent copies will be accelerated.

However, if your byte array image changes on every frame this approach won't really help that much unless you're doing scaling/transforms.

An alternate and unsupported approach is described here:

Pages: [1]
  ignore  |  Print  

EgonOlsen (37 views)
2018-06-10 19:43:48

EgonOlsen (20 views)
2018-06-10 19:43:44

EgonOlsen (39 views)
2018-06-10 19:43:20

DesertCoockie (186 views)
2018-05-13 18:23:11

nelsongames (122 views)
2018-04-24 18:15:36

nelsongames (121 views)
2018-04-24 18:14:32

ivj94 (861 views)
2018-03-24 14:47:39

ivj94 (122 views)
2018-03-24 14:46:31

ivj94 (758 views)
2018-03-24 14:43:53

Solater (139 views)
2018-03-17 05:04:08
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!