Michael Voyes wrote:

Nevertheless, is it easily possible to work with grayscale image before and while rendering process (rendering uses grayscale colorspace and colormodel) ? This would save memory usage.

If you follow the TiledTiffTranscoder example I don't think you will find memory usage to be an issue. I've rendered complex images at 300dpi poster sizes (>10,000 pixels across) in the default JVM partition.

   You could try passing a Graphics2D from a Grayscale BufferedImage
into the root GraphicsNode's paint method. But I am fairly certain
that for some (mostly complex) svg this is likely to fail - or at
least fall back to rendering 4channels.


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