Creating and drawing are two different operations. Once a MemoryImageSource
is initialized. You use newPixels() to update the image you created
with MemoryImageSource and then you draw the updated image.
Your snippet should look something like:
mis = new MemoryImageSource(thisW, thisH, ColorModel.getRGBdefault(),
pixels, 0, thisW);
mis.setAnimated(true);
mis.setFullBufferUpdates(true);
canvasImage = this.createImage(mis);
Then you use mis.newPixels() to update the canvasImage you created with MIS
with your new image in pixels.
The real test is to draw 10,000 times to the screen -- not how long
it takes to create one BufferedImage or one image from MemoryImageSource.
I'm always interested in different perspectives -- please post test
code if you get around to it.
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