Drawing on a Buffered Image

To draw on a buffered image, create a graphics context on the buffered image.
// Create a graphics context on the buffered image Graphics2D g2d = bimage.createGraphics(); // Draw on the image g2d.setColor(Color.red); g2d.fill(new Ellipse2D.Float(0, 0, 200, 100)); g2d.dispose();
If the buffered image supports transparency, (see Determining If an Image Has Transparent Pixels), pixels can be made transparent:
g2d = bimage.createGraphics(); // Make all filled pixels transparent Color transparent = new Color(0, 0, 0, 0); g2d.setColor(transparent); g2d.setComposite(AlphaComposite.Src); g2d.fill(new Rectangle2D.Float(20, 20, 100, 20)); g2d.dispose();

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