the problem is as follows:
I have got a rendered bitmap in a byte array (together with the bitmap header). Now I want to manipulate the content of a bitmap. For that purpose I need to wrap this array with some high-level class, say BitmapImage . I want to avoid copying the array, or its data part etc. I want just to force .NET to interpret my byte array as the BitmapImage .
I want to change the content by rendering some stuff to RenderTargetBitmap , and then interpret its data bits as the bits of my image. For rendering I am to use standard DrawingContext, DrawingVisual pair. Thus, it would be great if I could WORK on the data part of my byte array and render my final image to this subarray. Then I did not need to perform any copying and the performance would be great.
How to speedup the calculation and get breathtaking results? :-)
Thank you in advance for the replies!
Cheers
I would use Writeablebitmap , manipulate it in the code and then show it in the Image. Depending on the context some caching could do a great job.
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