I am not sure I understand. Create a BufferedImage of the appropriate size, call getGraphics() on the object, and pass this to the paintComponent method which paints to the Graphics object (eg to the...
Type: Posts; User: copeg
I am not sure I understand. Create a BufferedImage of the appropriate size, call getGraphics() on the object, and pass this to the paintComponent method which paints to the Graphics object (eg to the...
See
Lesson: Working with Images (The Java™ Tutorials > 2D Graphics)
If I understand your requirements correctly, create a BufferedImage the size of the JPanel, pass the image Graphics to the...