I know the difference in memory usage between byte, unsigned short, and integer, but when it comes to a BufferedImage, is there a ‘speed’ difference between them?
I have been using the Image type in my code to store images, but I require an alpha layer. Using BufferedImage provides me with ARGB, but my code is /considerably/ slower after making the change from the Image type (and it was only changed for a few objects), so I’m looking for all the performance improvement I can get.
I’m not sure how stupid of a question this may be, so I thank you in response for any replies.
Tanaki,
I have found that, when in need of using an alpha channel in a BufferedImage, the best is to premultiply the alpha channel. For example:
The reason for painting first to a TYPE_INT_ARGB is to ensure that all alpha gets painted as you expected (not pre-multiplied every time!). Then, when done, paint the whole image onto a TYPE_INT_ARGB_PRE, which is then able to bring the data to the screen with good speed.