code: protected void renderBitmapImage( BitmapMode mode , ImageBase image ) {
  		switch( mode ) {
  			case UNSAFE: {
  				if (image.getWidth() == bitmap.getWidth() && image.getHeight() == bitmap.getHeight())
  					ConvertBitmap.boofToBitmap(image, bitmap, bitmapTmp);
  			} break;
  
  			case DOUBLE_BUFFER: {
  				// TODO if there are multiple processing threads bad stuff will happen here. Need one work buffer
  				// per thread
  				// convert the image. this can be a slow operation
  				if (image.getWidth() == bitmapWork.getWidth() && image.getHeight() == bitmapWork.getHeight())
  					ConvertBitmap.boofToBitmap(image, bitmapWork, bitmapTmp);
  
  				// swap the two buffers. If it's locked don't swap. This will skip a frame but will not cause
  				// a significant slow down
  				if( bitmapLock.tryLock() ) {
  					try {
  						Bitmap tmp = bitmapWork;
  						bitmapWork = bitmap;
  						bitmap = tmp;
  					} finally {
  						bitmapLock.unlock();
  					}
  				}
  			} break;
  		}
  	}
docs: Renders the bitmap image to output. If you don't wish to have this behavior then override this function.
  Jsut make sure you respect the bitmap mode or the image might not render as desired or you could crash the app.