Question about creating device-compatible bitmaps in C#
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by MusiGenesis
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Published on 2010-04-05T13:37:01Z
Indexed on
2010/04/05
14:23 UTC
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I am storing bitmap-like data in a two-dimensional int
array. To convert this array into a GDI-compatible bitmap (for use with BitBlt
), I am using this function:
public IntPtr GetGDIBitmap(int[,] data)
{
int w = data.GetLength(0);
int h = data.GetLength(1);
IntPtr ret = IntPtr.Zero;
using (Bitmap bmp = new Bitmap(w, h))
{
for (int x = 0; x < w; x++)
{
for (int y = 0; y < h; y++)
{
Color color = Color.FromArgb(data[x, y]);
bmp.SetPixel(x, y, color);
}
}
ret = bmp.GetHbitmap();
}
return ret;
}
This works as expected, but the call to bmp.GetHbitmap()
has to allocate memory for the returned bitmap.
I'd like to modify this method in two (probably related) ways:
- I'd like to remove the intermediate
Bitmap
from the above code entirely, and go directly from myint[,]
array to the device-compatible bitmap (i.e. theIntPtr
). I presume this would involve callingCreateCompatibleBitmap
, but I don't know how to go from that call to actually manipulating the pixel values. - This should logically follow from the answer to the first, but I'd also like my method to re-use existing GDI bitmap handles (instead of creating a new bitmap each time).
How can I do this?
NOTE: I don't really use Bitmap.SetPixel()
, as its performance could best be described as "glacial". The code is just for illustration.
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