Creating and drawing are two different operations. Once a MemoryImageSource is initialized. You use newPixels() to update the image you created with MemoryImageSource and then you draw the updated image.
Your snippet should look something like: mis = new MemoryImageSource(thisW, thisH, ColorModel.getRGBdefault(), pixels, 0, thisW); mis.setAnimated(true); mis.setFullBufferUpdates(true); canvasImage = this.createImage(mis); Then you use mis.newPixels() to update the canvasImage you created with MIS with your new image in pixels. The real test is to draw 10,000 times to the screen -- not how long it takes to create one BufferedImage or one image from MemoryImageSource. I'm always interested in different perspectives -- please post test code if you get around to it. [Message sent by forum member 'demonduck' (demonduck)] http://forums.java.net/jive/thread.jspa?messageID=284838 =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA2D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".