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  making a new resized image at runtime  (Read 332 times)
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Offline PRW56

Senior Newbie





« Posted 2013-03-30 15:17:00 »

Before now I have had a scale for each image loaded that would scale the coordinate grid in the render method, but it occurred to me that this could be a drain of cpu power, so I was wondering how to save a new resized version of a particular image at runtime. TY for any help!
Offline davedes
« Reply #1 - Posted 2013-03-30 17:24:50 »

Scaling is free if you're using OpenGL (which you should be if you're making a game). Smiley

Offline matheus23

JGO Kernel


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« Reply #2 - Posted 2013-03-30 18:31:20 »

If you're using Java2D tough, you need to do some Graphics2D / Graphics operations:

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// Takes some time! don't do this every frame!
public static BufferedImage createScaledVersion(int scalex, int scaley, BufferedImage source) {
    BufferedImage destination = new BufferedImage(source.getWidth() * scalex, source.getHeight() * scaley, BufferedImage.TYPE_INT_ARGB);
    Graphics g = destination.getGraphics(); // <- might be called getDrawGraphics() or somehow...
   g.drawImage(source, 0, 0, destination.getWidth(), destination.getHeight(), null);
    g.dispose();
    return destination;
}


Not sure if it works or even compiles. But it should give you an idea! Smiley

<edit>
still agree with davedes's advice to use OpenGL tough... He created some awesome tutorials to get you started, if you haven't already: https://github.com/mattdesl/lwjgl-basics/wiki
He uses LWJGL, a wrapper for OpenGL.
</edit>

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