A few questions have been bothering me for a while and I didn’t find any good answers on Google, so here I go…
- Does scaling an image using graphics.drawImage(Image image, x, y, w, h, ImageObserver io) unmanage it?
- Does using getSubImage(), getRGB(), and setRGB() unmanage an image?
- If scaling an image using the graphics.drawImage() method shown above unmanages an image, are there any alternatives?
- If using any of the three methods in the second bullet unmanage an image, are there any alternatives?
- Is it better to scale each tile to the size you need it in the code, or have all the tiles pre-scaled?
I’m trying to get the best out of my game, and in order to do so, I want to know the best way to render images.
Thanks for any help! 
Also, sorry if this is in the wrong section. I didn’t know if to put this here or in Java 2D, and I ended up posting it here. ???
I’d say that’s your safest bet. I’m 99% sure that getRGB and setRGB unmanages the image. For hardware acceleration to work the data has to be stored on the GPU. If you access pixel data in any way it has to be stored on the CPU --> can’t be accelerated. Other than that, I don’t know much about Java2D… ._.