So currently I'm creating a 1000x1000 bitmap and it's spending about .3 seconds simply calling the Bitmap.SetPixel() function.
I'm actually only drawing probably 50% of the pixels so it's more like 500,000 call to setpixel. While that does seem like a lot of calls, OTOH video games are do alot more and push many many more pixels (some of them procedureally generated).
Obviously Bitmap.SetPixel isn't optimized for speed, but if I needed to update a bitmap 20-30 times a second to get decent animation, this is way to slow, so what are my options?
Bob Powell has an excellent tutorial on accessing pixel maps directly in memory.
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