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BufferedImage display vs memory operations problems.

BufferedImage display vs memory operations problems.

(OP)
Having some problems when working with BufferedImages.

The problem:
If I load a greyscale BufferedImage from a JPG on disk using

CODE

currImage = ImageIO.read( this.currentImageFile);
and display it on a JPanel using

CODE

    // Draw image on the current graphics context
            Graphics2D g2Start = (Graphics2D)this.panDisplayStart.getGraphics();
            g2Start.drawImage(ImageHandling.toBufferedImage(startImage),
                    null,
                    this.getCenteringPoints(startImage).x,
                    this.getCenteringPoints(startImage).y);
I can now alter this image, say desiderate it as follows:-

CODE

private void brightenDarken(BufferedImage anBuffImage, int aScaleFactor){
        float scaleFactor, tempFactor;
        tempFactor = (float)aScaleFactor;
        if(aScaleFactor >= 0)
            scaleFactor = (tempFactor/100) + 1;
        else
            scaleFactor = (tempFactor/100) * -1;
        
        RescaleOp op = new RescaleOp(scaleFactor, 0, null);
        finnishImage = op.filter(anBuffImage, null);        
        this.repaint();
    }
Everything goes fine, this image is altered as expected.
BUT, if I do not first display this image, but load it into memory, and apply the same transformation in memory, when I display the image it is all bright reds and blues?

Can anyone help, I have a feeling this it might be something to do with the imageType property or perhaps the colorModel.

I’m on a tight deadline on this one, and any help or suggestions would be really appreciated.

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