Jose,

The easiest thing I can think of off the top of my head would
be to create a new BufferedImage of the size that you want
and then cal drawImage(...) of the x/y/w/h/ variant to
scale the original image to the new BufferedImage.  You can
also set an AffineTransform on the graphics object prior
to rendering to do the scale, but using the simple xywh
drawImage() call is probably simpler in this situation.

Chet.


Jos� M. Sim�o wrote:
Having a in memory jpeg (for examples an instance of BufferedImage) is
there any class to help me resize the image (srink/grow)?



J.S.

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