SemperFiDownUnda
Instructor
I'm trying to deal with some large images (8000x8000) or larger. Loading straight to a Drawing.Bitmap works fine until I .Dispose(), Load a new image then try to use .DrawImage().
What ends up happening is I get an Out of memory exception.
My understanding is that .NET has a problem with its Large object Heap (LOH) managing memory. I thought there might have been a problem with my offscreen buffer and I tried to stage the image to an array of Bitmaps only 400x400 large. I still get the problem.
So I can't load a 2nd image of that size and use .DrawImage()
I can't find anything in GDI+ to allow me to read in a image in chuncks like a PNG file.
Has anyone else tackled large images with GDI+ and worked around the out of memory exception?
Hope I've been helpful,
Wayne Francis
If you want to get the best response to a question, please check out FAQ222-2244 first
What ends up happening is I get an Out of memory exception.
My understanding is that .NET has a problem with its Large object Heap (LOH) managing memory. I thought there might have been a problem with my offscreen buffer and I tried to stage the image to an array of Bitmaps only 400x400 large. I still get the problem.
So I can't load a 2nd image of that size and use .DrawImage()
I can't find anything in GDI+ to allow me to read in a image in chuncks like a PNG file.
Has anyone else tackled large images with GDI+ and worked around the out of memory exception?
Hope I've been helpful,
Wayne Francis
If you want to get the best response to a question, please check out FAQ222-2244 first