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I'm assuming you're using the standard Java 2D API, not OpenGL. In that case, you render your graphics to a buffer image first. Then, to render that image to the screen, you can either use a Graphics.drawImage call that allows resizing your buffered image: public abstract boolean drawImage(Image img, // the buffer image int dx1, int ...


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I'll try to give a two-fold answer: On the one hand, giving a bit of source code as a MCVE. On the other hand, I'll quickly try to point out why implementing this on your own is a bad idea. I'll start with the latter. Why you should not implement it this way You mentioned in the comments I was always under the impression that this was a more efficient ...


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Can a tessellated square/plane be wrapped around to form a pipe (and would this approach loose accuracy)? (I've only ever manipulated vertices in the y-direction on a flat plane). It would be easiest to model a segment of a pipe as a cylinder and making an abstraction in your code so that you can think of the surface of the cylinder as a flat plane ...



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