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Home/ Questions/Q 6471695
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Editorial Team
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Editorial Team
Asked: May 25, 20262026-05-25T06:15:15+00:00 2026-05-25T06:15:15+00:00

The bitmap is nothing more then a int[] pixels = new int[width * height]

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The bitmap is nothing more then a int[] pixels = new int[width * height];

I am using in this way:

BufferedImage img = new BufferedImage(WIDTH,HEIGHT,RGB);
int[] pixels = ((DataBufferInt) img.getRaster().getDataBuffer()).getData();

‘do rendering here on pixels[], for instance load an image using BufferedImage img = ImageIO.read(URL);

Graphics g;
g.drawImage(img, 0,0, getWidth(), getHeight(), null);

Now during the ‘do rendering here on pixels’ lots of stuff can happen, coloring the textures (they are gray-scales) but I also need to rescale them. Though I don’t know “the best way” to do this.

All ‘bitmaps’ are just an array of ints.

Scaling can be done in steps on 0.1 or 0.01 or 3.
I personally thought something like:

for(int yy = 0; yy < tex.height; yy++){
    for(int xx = 0; xx < tex.width; xx++){
        int px = tex.getPixel(yy * tex.width + xx);
        this.putPixel( (y*this.width)+((int)((yy*scale) * tex.width)) + (x) + ((int)(xx*scale)));
    }
}

But I have no clue if this would be ‘the right’ way. Or if there are other/better ways.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-25T06:15:16+00:00Added an answer on May 25, 2026 at 6:15 am

    Sadly there is no right way. You have to make a trade-off between quality and performance.

    The wikipedia page on image scaling has a good overview of methods.

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