Setting color with Graphics2D on a BufferedImage with IndexColorModel

I hava a BufferedImage from a GIF, the ColorModel is a IndexColorModel . Since i finally want to write back the modified image to a GIF , i don't want to change the color model, especially my application need to absolutely keep the palette as it is used in the original GIF.
Then i did create a Graphics2d from this BufferedImage.
Then i call setColor() and drawString().
My problem: if I use a color that is not contained in the palette, or if I call drawString() with font antialiasing , which will produce pixels with a color not contained in the palette. How is are these new colors mapped to the palette color?
Or how can i controll this mapping ?
Unfortunately I did not found the source code from SunGraphics2D , so that I can see myself what exactly is goning on inside when calling setColor and drawSting und the circumstances described above.
Any ideas where I can get the source code from ?

I've just examined some examples and can confirm that the closest color instead of specified is used when you try to draw something on the indexed image. But I was not a success to find out the exact algorithm because of its' native implementation - I can only say it works well.
I think you want to control the result palette only to keep its' size less then 256 colors. According to described above you should not afraid of palette increasing if you draw on an indexed image (with IndexColorModel). But if you want to draw something with the exact color then you have 2 chances:
1) Before drawing you can replace (or add if it's possible) any color in a palette with the specified color (which you plan to use for drawing) using your own algorithm.
2) You can convert your image with indexed color model to for example image with direct color model and then draw anything with any colors. After that you should need to quantize the result image back to an indexed palette with the desired color bit depth.

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