Images: 2D rotate or pre-rotate?

I'm currently writing a game that for can just be though of as asteroids. A ship moves around rotating around a rotation point and can fire in the direction it's pointing. Now, this isn't really the problem. I can do that except I get 'hiccups' in the rotation. I'm running in windowed mode and get 100+ fps but sometimes I get a little bit of 'lag' which makes it look as though my rotation just jumped a couple extra degrees.

I can perform the same rotation on a drawn rectangle and not have any problems but once I put the 200x200 image in there and rotate it , I get the hiccups. Yes there is transparency. I am using PNGs. Ah, is that my problem? Them not being managed?

Also would it be better to rotate the image with Java 2D or pre-rotate the image in my graphics program and then have a 'set' of images? Frankly I really like the inifnite degrees of rotation with J2D.

[906 byte] By [gjbeyla] at [2007-10-2 2:42:51]
# 1
I switched the image to a gif but that didn't make a change.
gjbeyla at 2007-7-15 20:35:32 > top of Java-index,Other Topics,Java Game Development...
# 2
I changed the image from a VolatileImage to a BufferredImage and it runs smoothe. Not sure the signifigance of that but I'll have to look into it.
gjbeyla at 2007-7-15 20:35:32 > top of Java-index,Other Topics,Java Game Development...