I'd sure like to see that code because I can't see the avenue to get to what
you're talking about.

I'd rather be working with a single 1D array of pixels and blt my data into
place.


----- Original Message -----
From: "Yazel, David J." <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, November 16, 2001 2:48 PM
Subject: Re: [JAVA3D] Accessing BufferedImage data


> I don't have the code in front of me, but you can iterate through the
> buffered image one scan line at a time and pull them into an array of
ints.
> I do this to manipulate textures all the time.  It is much faster to
> manipulate the scan lines and then plop them back into the buffered image
> than it is to use the setRGB
>
> Dave
>
> -----Original Message-----
> From: Corysia Taware [mailto:[EMAIL PROTECTED]]
> Sent: Friday, November 16, 2001 2:46 PM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Accessing BufferedImage data
>
>
>   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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