I am currently creating images with data provided by native code by capturing 
the data in an int array then using that array to construct a DataBufferInt 
which is used to create a WritableRaster which is used to create a 
BufferedImage.

That seems to work fine, except that looking at the code it appears that the 
buffer is considered untrackable, which sounds like a bad thing. Does that in 
fact prevent caching the image in a GPU, for example?

If so, is there a good way to create a cacheable image?

The solutions I have found so far all wind up processing the pixels one at a 
time at some point, as far as I can tell, which should not be necessary.

I’m wondering why there is no way to simply declare that the buffer will not 
change in the future.

  Alan

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