Thomas E Deweese wrote:
[deleted stuff...]

>     This is exactly what the StaticRenderer does.  The transcoders
> really shouldn't use the StaticRenderer (they should work at a lower
> level) but I didn't write them and the StaticRenderer is such a simple
> way to get a BufferedImage it was easier.

I modified a transcoder to return directly a BufferedImage.
I observed though that memory allocated somewhere in StaticRenderer (I
think)  is not freed.
Looks like dispose() doesn't work...


>     That all said, for large images the last thing you want is to
> create a BufferedImage.  This requires the entire image to be in
> memory at one time.  You want to work with RenderedImages which are
> tiled and demand pull, so only the parts currently being worked on are
> in memory.

How can I avoid this? With StaticRenderer.getOffScreen(), the image I
obtain is BufferedImage.

And in the meantime, inside StaticRenderer allocations are done which are
not garbage-collected...


>     You might try passing a Graphics2D from a grayscale image into the
> paint method of the GVT tree.  This might work, of course for complex
> content it will fail - but I don't know how widespread the failures
> would be.

Could you please be more precise about where to look? I can't find any
GVTTree class.

Felicia


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 Felicia IONASCU                 Oc� Print Logic Technologies
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