Interpolating
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Hey, I am just wondering is there a way to turn off interpolating when drawing completely? I am trying to draw an image in 2x size. At the moment I am setting the Interpolating property to: System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor This is the "lowest" setting I can find for it. With this it's fine, except there is a line in rightmost column & bottommost row. I tried to fix the solution by resizing the image adding 1 pixel to the width, and one to the height, and then I copied leftmost column to the rightmost, and topmost row to the bottommost. This works fine, but I am getting a feeling that this isn't a good way to solve this. There [b]has[/b] (I hope at least) to be a way to turn the interpolating off. If there's not, I want to know if there's a better solution? Maybe I should write my own DrawImage method, but I am quite unsure which would be the best way to do this. Using SetPixel() and GetPixel() of Bitmap class would most likely be too slow. I could use LockBits() to retrieve the pixel data, and then play around a bit to copy the pixels to the destination Graphics. I want to stay away from "unsafe" code, as long as there is good enough design solution available. Thanks.
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Hey, I am just wondering is there a way to turn off interpolating when drawing completely? I am trying to draw an image in 2x size. At the moment I am setting the Interpolating property to: System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor This is the "lowest" setting I can find for it. With this it's fine, except there is a line in rightmost column & bottommost row. I tried to fix the solution by resizing the image adding 1 pixel to the width, and one to the height, and then I copied leftmost column to the rightmost, and topmost row to the bottommost. This works fine, but I am getting a feeling that this isn't a good way to solve this. There [b]has[/b] (I hope at least) to be a way to turn the interpolating off. If there's not, I want to know if there's a better solution? Maybe I should write my own DrawImage method, but I am quite unsure which would be the best way to do this. Using SetPixel() and GetPixel() of Bitmap class would most likely be too slow. I could use LockBits() to retrieve the pixel data, and then play around a bit to copy the pixels to the destination Graphics. I want to stay away from "unsafe" code, as long as there is good enough design solution available. Thanks.
Unless you draw your image in it's exact size (or a multiple of its size) interpolation *must* occur. If you're drawing the exact size, there's no interpolation. PeterRitchie.com