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 ), 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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