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  making a new resized image at runtime  (Read 433 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:

// 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);
    return destination;

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

still agree with davedes's advice to use OpenGL tough... He created some awesome tutorials to get you started, if you haven't already:
He uses LWJGL, a wrapper for OpenGL.

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