If you're using Java2D tough, you need to do some Graphics2D / Graphics operations:
1 2 3 4 5 6 7 8
| 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(); 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!

<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/wikiHe uses LWJGL, a wrapper for OpenGL.
</edit>