I'm trying to draw a BufferedImage
to my Canvas
with a varying color tint, but can't find any real working examples.
I don't want to generate a new tinted BufferedImage
, but repeatedly draw a BufferedImage
to my GUI in real time with varying color tints, depending on various conditions.
An image drawn with a tint color of 0xFF0000
will be drawn as a red-only image, while a tint color of 0xFFFFFF
won't affect the image.
How would I accomplish such a thing using the Graphics2D
instance of my control?
Thanks in advance.