I have a strange situation happening.  Perhaps someone can help me make head
or tails of it?

I'm loading up a GIF image (i.e., 8-bit/256 color), then creating an offscreen
BufferedImage (initially with TYPE_INT_ARGB, but I've tried others as I'll
explain later).  I then proceed to paint a white background onto it, paint the
GIF onto it, paint some black text over it, and trying to write it out again
as a GIF, using a GIF encoder utility.  The GIF encoder, however is throwing
an exception re: > 256 colors.

I'm able to avoid this problem by creating an image of TYPE_BYTE_INDEXED, but
the quality of the image suffers as a result (it looks "grainy", for lack of a
better word).

I realize that what's happening is that there's a 32-bit image being produced,
and that it's rendering with > 256 colors, and so that's why I'm having this
problem.  But I can't understand why it's rendering with > 256 colors.  As the
initial image was a GIF, it was only using an 8-bit set of colors, and the
only other colors I'm using are black and white, both of which I believe are
already being used elsewhere in the image.  So I can't see how I'd be using
more colors than the original image.

Anyone have any idea what might be happening here and how to work around it?
I'll use the grainy output image if I have to, but I'd prefer not to if I can
avoid it.

(BTW, I do know about PNG, JPEG, etc., but unfortunately I'm stuck with GIF
format for reasons outside of my control.)

TIA,

DR


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