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.
=========================================================================== 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".
=========================================================================== 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".
