I am currently creating images with data provided by native code by capturing the data in an int array then using that array to construct a DataBufferInt which is used to create a WritableRaster which is used to create a BufferedImage.
That seems to work fine, except that looking at the code it appears that the buffer is considered untrackable, which sounds like a bad thing. Does that in fact prevent caching the image in a GPU, for example? If so, is there a good way to create a cacheable image? The solutions I have found so far all wind up processing the pixels one at a time at some point, as far as I can tell, which should not be necessary. I’m wondering why there is no way to simply declare that the buffer will not change in the future. Alan