Currently, there is no way to do this.  You may get a different
image type internally based on whether the VolatileImage
is transparent or translucent (we added a method to create
such an image in Mustang), but otherwise there is no way to
tell us what image representation you want.

One of the reasons for this is that some mechanisms for
creating and storing VolatileImages internally require that
the image be stored in the same resolution as the GraphicsConfiguration
for which the VolatileImage is being created.  Another way to
think of this is that a video card has a certain color
configuration (like 32-bit, RGB) and offscreen images in
that same video memory may be required to be in that same
format.  For example, on Windows our default acceleration
mechanism is DirectDraw, which has the requirement that all
offscreen accelerated surfaces be in the onscreen format.
There is no way to have an offscreen image of a different
color depth or configuration.  Other platforms and rendering
pipelines may vary (for example, Direct3D and OpenGL are able
to create textures of various types regardless of onscreen
color configuration).

Hope that helps...

Chet.


[EMAIL PROTECTED] wrote:
I am curious if there is possible to create a VolatileImage with a specific 
type ? And when I say type I reffer to those types from the BufferedImage 
class: TYPE_INT_ARGB, TYPE_BYTE_GRAY, etc.

Sarmis
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