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	<title>Comments on: Dummy&#8217;s guide to drawing raw images in Java 2D</title>
	<atom:link href="http://tech.puredanger.com/index.php/2007/10/12/images-java2d/feed/" rel="self" type="application/rss+xml" />
	<link>http://tech.puredanger.com/2007/10/12/images-java2d/</link>
	<description>Alex Miller&#039;s technical blog</description>
	<lastBuildDate>Mon, 06 Feb 2012 19:39:50 -0800</lastBuildDate>
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		<title>By: lokesh</title>
		<link>http://tech.puredanger.com/2007/10/12/images-java2d/comment-page-1/#comment-16576</link>
		<dc:creator>lokesh</dc:creator>
		<pubDate>Thu, 06 Dec 2007 08:49:02 +0000</pubDate>
		<guid isPermaLink="false">http://tech.puredanger.com/2007/10/15/images-java2d/#comment-16576</guid>
		<description>hi,
  I am working on raw data of images using which i have to draw image i am able to draw different image format data like .jpg,.bmp, .png. but i am facing a problem to draw a bmp image which is of index colormodel type and has 8 bits per pixel can you please assit me regarding this.</description>
		<content:encoded><![CDATA[<p>hi,<br />
  I am working on raw data of images using which i have to draw image i am able to draw different image format data like .jpg,.bmp, .png. but i am facing a problem to draw a bmp image which is of index colormodel type and has 8 bits per pixel can you please assit me regarding this.</p>
]]></content:encoded>
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	<item>
		<title>By: Jan Erik Paulsen</title>
		<link>http://tech.puredanger.com/2007/10/12/images-java2d/comment-page-1/#comment-12794</link>
		<dc:creator>Jan Erik Paulsen</dc:creator>
		<pubDate>Sun, 04 Nov 2007 19:21:45 +0000</pubDate>
		<guid isPermaLink="false">http://tech.puredanger.com/2007/10/15/images-java2d/#comment-12794</guid>
		<description>If you want to play with Java 2D you can try out my prototype tool Teppefall FX. You have to use Javascript instead of Java, but that gives you no compile cycle and the ability to reload via ctrl-r.

FX also supports rendering over RMI and server side image generators (license required). The CAPTCHA images on my website are powered by the same framework.

http://app.teppefall.com/download

/jp
Teppefall</description>
		<content:encoded><![CDATA[<p>If you want to play with Java 2D you can try out my prototype tool Teppefall FX. You have to use Javascript instead of Java, but that gives you no compile cycle and the ability to reload via ctrl-r.</p>
<p>FX also supports rendering over RMI and server side image generators (license required). The CAPTCHA images on my website are powered by the same framework.</p>
<p><a href="http://app.teppefall.com/download" rel="nofollow">http://app.teppefall.com/download</a></p>
<p>/jp<br />
Teppefall</p>
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	</item>
	<item>
		<title>By: Dmitri Trembovetski</title>
		<link>http://tech.puredanger.com/2007/10/12/images-java2d/comment-page-1/#comment-10930</link>
		<dc:creator>Dmitri Trembovetski</dc:creator>
		<pubDate>Wed, 17 Oct 2007 20:06:27 +0000</pubDate>
		<guid isPermaLink="false">http://tech.puredanger.com/2007/10/15/images-java2d/#comment-10930</guid>
		<description>One comment about the implementation you do not have to
create an image every time. And hopefully
you are not creating the array either and just reusing it
(assuming it doesn&#039;t change size).

Typically you&#039;d get a pixel array from the already created
DataBuffer (BufferedImage.getRaster().getDataBuffer().getData(),
although you&#039;ll need to cast to the particular DataBuffer subclass
for the getData() call, like DataBufferInt) and just modify it.

In general while there may be some cases where direct pixel access is
warranted (like if your pixels are generated by some 
hardware - a video stream, or you are doing some per-pixel
effects) in the majority of cases you should just use
the Graphics (Graphics2D) context for rendering. 

While currently rendering to a BufferedImage is not
hardware accelerated in Sun implementation we do have
a highly optimized software rendering pipeline..

Other rendering destinations (such is VolatileImage and
BufferStrategy) may have hardware accelerated rendering
operations so you might consider using them as the
back-buffer for your application (BufferStrategy is the
preferred way of doing it, btw).

Thanks,
  Dmitri
Java2D Team</description>
		<content:encoded><![CDATA[<p>One comment about the implementation you do not have to<br />
create an image every time. And hopefully<br />
you are not creating the array either and just reusing it<br />
(assuming it doesn&#8217;t change size).</p>
<p>Typically you&#8217;d get a pixel array from the already created<br />
DataBuffer (BufferedImage.getRaster().getDataBuffer().getData(),<br />
although you&#8217;ll need to cast to the particular DataBuffer subclass<br />
for the getData() call, like DataBufferInt) and just modify it.</p>
<p>In general while there may be some cases where direct pixel access is<br />
warranted (like if your pixels are generated by some<br />
hardware &#8211; a video stream, or you are doing some per-pixel<br />
effects) in the majority of cases you should just use<br />
the Graphics (Graphics2D) context for rendering. </p>
<p>While currently rendering to a BufferedImage is not<br />
hardware accelerated in Sun implementation we do have<br />
a highly optimized software rendering pipeline..</p>
<p>Other rendering destinations (such is VolatileImage and<br />
BufferStrategy) may have hardware accelerated rendering<br />
operations so you might consider using them as the<br />
back-buffer for your application (BufferStrategy is the<br />
preferred way of doing it, btw).</p>
<p>Thanks,<br />
  Dmitri<br />
Java2D Team</p>
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	<item>
		<title>By: Alex</title>
		<link>http://tech.puredanger.com/2007/10/12/images-java2d/comment-page-1/#comment-10921</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Wed, 17 Oct 2007 18:34:36 +0000</pubDate>
		<guid isPermaLink="false">http://tech.puredanger.com/2007/10/15/images-java2d/#comment-10921</guid>
		<description>Actually, I wrote my first version of this using those setRGB() methods.  They work fine, but you are essentially limited to some (possibly good enough) constraints about the color model and data representation as these methods assume standard RGB and 8-bit color.  You are also giving up a lot of control over how the data is stored and passed.</description>
		<content:encoded><![CDATA[<p>Actually, I wrote my first version of this using those setRGB() methods.  They work fine, but you are essentially limited to some (possibly good enough) constraints about the color model and data representation as these methods assume standard RGB and 8-bit color.  You are also giving up a lot of control over how the data is stored and passed.</p>
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	</item>
	<item>
		<title>By: waqas</title>
		<link>http://tech.puredanger.com/2007/10/12/images-java2d/comment-page-1/#comment-10920</link>
		<dc:creator>waqas</dc:creator>
		<pubDate>Wed, 17 Oct 2007 18:17:49 +0000</pubDate>
		<guid isPermaLink="false">http://tech.puredanger.com/2007/10/15/images-java2d/#comment-10920</guid>
		<description>You probably don&#039;t know about this, but you can paint individual pixels or pixel ranges on a BufferedImage using the setRGB(...) methods.</description>
		<content:encoded><![CDATA[<p>You probably don&#8217;t know about this, but you can paint individual pixels or pixel ranges on a BufferedImage using the setRGB(&#8230;) methods.</p>
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