I suppose that there are overloaded versions of getRGB() and setRGB()
for manipulating rectangular blocks of pixels, such as:

int[] getRGB( int x, int y, int w, int h, int[] data, int offset,
              int scansize )

But I have also read that getRGB() is not a very recommended way
of grabbing info. in some situations.

The apparently recommended ones are those in Raster and WritableRaster,
which are:

int[] getPixel(...) for getting data from a single pixel, and
int[] getPixels(...) for that from a block of pixels.

I have been getting a hang of these just recently...

Raj Vaidya




>On Fri, 16 Nov 2001 12:45:37 -0700, Corysia Taware <[EMAIL PROTECTED]> wrote:

>  I'm probably spending too much time on this because I don't know if I'll
>get a speed increase or not.
>
>  I've got a texture which I need to tweak the color of.  Right now, I'm
>using a nested for loop to move over the data and pull each pixel with
>getRGB(x,y).  Is there a faster or better way to do this?
>
>  I looked into getting a BufferData object from WritableRaster, but when I
>pulled the int value with BufferData.getElem(x), it didn't seem to contain
>the correct data.
>
>  What I'm currently doing:
>
>    for (int x = 0; x < w; x++)
>        for (int y = 0; y < h; y++) {
>            int color = originalBufferedImage.getRGB(x, y);
>            // some code to modify color
>            newBufferedImage.setRGB(x, y, color);
>        }
>
>  Is there a way to optimize this?
>
>
>
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