Problem with converting from bitmap to ImageBitmap in c#
up vote
0
down vote
favorite
When I convert two pixels bitmap to imagebitmap I change it to common image with many pixcels and chenging the to the gradiend (black and white pixel are now gradient from black throught grey to white)
public static BitmapImage Bitmap2BitmapImage(this Bitmap bitmap)
{
using (var memory = new MemoryStream())
{
bitmap.Save(memory, ImageFormat.Png);
memory.Position = 0;
var bitmapImage = new BitmapImage();
bitmapImage.BeginInit();
bitmapImage.StreamSource = memory;
bitmapImage.CacheOption = BitmapCacheOption.OnLoad;
bitmapImage.EndInit();
bitmapImage.Freeze();
return bitmapImage;
}
}
c# image
add a comment |
up vote
0
down vote
favorite
When I convert two pixels bitmap to imagebitmap I change it to common image with many pixcels and chenging the to the gradiend (black and white pixel are now gradient from black throught grey to white)
public static BitmapImage Bitmap2BitmapImage(this Bitmap bitmap)
{
using (var memory = new MemoryStream())
{
bitmap.Save(memory, ImageFormat.Png);
memory.Position = 0;
var bitmapImage = new BitmapImage();
bitmapImage.BeginInit();
bitmapImage.StreamSource = memory;
bitmapImage.CacheOption = BitmapCacheOption.OnLoad;
bitmapImage.EndInit();
bitmapImage.Freeze();
return bitmapImage;
}
}
c# image
So what is your problem? Do you want the generated BitmapImage to also be 2 pixels wide? If yes, you can set the DecodePixelWidth/DecodePixelHeight properties on bitmapImage.
– Klaus Gütter
Nov 10 at 7:12
I don't need 2 pixels image, when i'm creating two pixels bitmap, one pixel black second white, then i'm converting it to imagebitmap and i want to get image half black half white, but i get color gradient from black to white (you know the border is not clear ,the color changing from one to another smoothly)
– Oskar Zadora
Nov 10 at 10:35
Maybe this will help you: stackoverflow.com/questions/2381012/…
– Klaus Gütter
Nov 10 at 11:02
You are focusing on the wrong problem. Go back to the code that generated the Bitmap object. The Graphics.InterpolationMode and Graphics.PixelOffsetMode properties that were used to generate it are a very big deal on very small bitmaps that are blown up to larger sizes. Perhaps Graphics.SmoothingMode, hard to tell with nothing to look at.
– Hans Passant
Nov 10 at 14:10
So how to turn off the SmoothingMode in BitmapImage?
– Oskar Zadora
Nov 10 at 21:40
add a comment |
up vote
0
down vote
favorite
up vote
0
down vote
favorite
When I convert two pixels bitmap to imagebitmap I change it to common image with many pixcels and chenging the to the gradiend (black and white pixel are now gradient from black throught grey to white)
public static BitmapImage Bitmap2BitmapImage(this Bitmap bitmap)
{
using (var memory = new MemoryStream())
{
bitmap.Save(memory, ImageFormat.Png);
memory.Position = 0;
var bitmapImage = new BitmapImage();
bitmapImage.BeginInit();
bitmapImage.StreamSource = memory;
bitmapImage.CacheOption = BitmapCacheOption.OnLoad;
bitmapImage.EndInit();
bitmapImage.Freeze();
return bitmapImage;
}
}
c# image
When I convert two pixels bitmap to imagebitmap I change it to common image with many pixcels and chenging the to the gradiend (black and white pixel are now gradient from black throught grey to white)
public static BitmapImage Bitmap2BitmapImage(this Bitmap bitmap)
{
using (var memory = new MemoryStream())
{
bitmap.Save(memory, ImageFormat.Png);
memory.Position = 0;
var bitmapImage = new BitmapImage();
bitmapImage.BeginInit();
bitmapImage.StreamSource = memory;
bitmapImage.CacheOption = BitmapCacheOption.OnLoad;
bitmapImage.EndInit();
bitmapImage.Freeze();
return bitmapImage;
}
}
c# image
c# image
edited Nov 10 at 7:06
Foo
1
1
asked Nov 10 at 6:50
Oskar Zadora
1
1
So what is your problem? Do you want the generated BitmapImage to also be 2 pixels wide? If yes, you can set the DecodePixelWidth/DecodePixelHeight properties on bitmapImage.
– Klaus Gütter
Nov 10 at 7:12
I don't need 2 pixels image, when i'm creating two pixels bitmap, one pixel black second white, then i'm converting it to imagebitmap and i want to get image half black half white, but i get color gradient from black to white (you know the border is not clear ,the color changing from one to another smoothly)
– Oskar Zadora
Nov 10 at 10:35
Maybe this will help you: stackoverflow.com/questions/2381012/…
– Klaus Gütter
Nov 10 at 11:02
You are focusing on the wrong problem. Go back to the code that generated the Bitmap object. The Graphics.InterpolationMode and Graphics.PixelOffsetMode properties that were used to generate it are a very big deal on very small bitmaps that are blown up to larger sizes. Perhaps Graphics.SmoothingMode, hard to tell with nothing to look at.
– Hans Passant
Nov 10 at 14:10
So how to turn off the SmoothingMode in BitmapImage?
– Oskar Zadora
Nov 10 at 21:40
add a comment |
So what is your problem? Do you want the generated BitmapImage to also be 2 pixels wide? If yes, you can set the DecodePixelWidth/DecodePixelHeight properties on bitmapImage.
– Klaus Gütter
Nov 10 at 7:12
I don't need 2 pixels image, when i'm creating two pixels bitmap, one pixel black second white, then i'm converting it to imagebitmap and i want to get image half black half white, but i get color gradient from black to white (you know the border is not clear ,the color changing from one to another smoothly)
– Oskar Zadora
Nov 10 at 10:35
Maybe this will help you: stackoverflow.com/questions/2381012/…
– Klaus Gütter
Nov 10 at 11:02
You are focusing on the wrong problem. Go back to the code that generated the Bitmap object. The Graphics.InterpolationMode and Graphics.PixelOffsetMode properties that were used to generate it are a very big deal on very small bitmaps that are blown up to larger sizes. Perhaps Graphics.SmoothingMode, hard to tell with nothing to look at.
– Hans Passant
Nov 10 at 14:10
So how to turn off the SmoothingMode in BitmapImage?
– Oskar Zadora
Nov 10 at 21:40
So what is your problem? Do you want the generated BitmapImage to also be 2 pixels wide? If yes, you can set the DecodePixelWidth/DecodePixelHeight properties on bitmapImage.
– Klaus Gütter
Nov 10 at 7:12
So what is your problem? Do you want the generated BitmapImage to also be 2 pixels wide? If yes, you can set the DecodePixelWidth/DecodePixelHeight properties on bitmapImage.
– Klaus Gütter
Nov 10 at 7:12
I don't need 2 pixels image, when i'm creating two pixels bitmap, one pixel black second white, then i'm converting it to imagebitmap and i want to get image half black half white, but i get color gradient from black to white (you know the border is not clear ,the color changing from one to another smoothly)
– Oskar Zadora
Nov 10 at 10:35
I don't need 2 pixels image, when i'm creating two pixels bitmap, one pixel black second white, then i'm converting it to imagebitmap and i want to get image half black half white, but i get color gradient from black to white (you know the border is not clear ,the color changing from one to another smoothly)
– Oskar Zadora
Nov 10 at 10:35
Maybe this will help you: stackoverflow.com/questions/2381012/…
– Klaus Gütter
Nov 10 at 11:02
Maybe this will help you: stackoverflow.com/questions/2381012/…
– Klaus Gütter
Nov 10 at 11:02
You are focusing on the wrong problem. Go back to the code that generated the Bitmap object. The Graphics.InterpolationMode and Graphics.PixelOffsetMode properties that were used to generate it are a very big deal on very small bitmaps that are blown up to larger sizes. Perhaps Graphics.SmoothingMode, hard to tell with nothing to look at.
– Hans Passant
Nov 10 at 14:10
You are focusing on the wrong problem. Go back to the code that generated the Bitmap object. The Graphics.InterpolationMode and Graphics.PixelOffsetMode properties that were used to generate it are a very big deal on very small bitmaps that are blown up to larger sizes. Perhaps Graphics.SmoothingMode, hard to tell with nothing to look at.
– Hans Passant
Nov 10 at 14:10
So how to turn off the SmoothingMode in BitmapImage?
– Oskar Zadora
Nov 10 at 21:40
So how to turn off the SmoothingMode in BitmapImage?
– Oskar Zadora
Nov 10 at 21:40
add a comment |
2 Answers
2
active
oldest
votes
up vote
0
down vote
public Bitmap getRandomTwo()
{
Bitmap alone = new Bitmap(1, 2);
alone.SetPixel(0, 0, Color.White);
alone.SetPixel(0, 1,Color.Black);
return alone;
}
this is the code to generate bitmap
add a comment |
up vote
0
down vote
Update:
Here is a method which can scale a Bitmap without smoothing.
public static Bitmap Scale(int count, Bitmap source)
{
if (count <= 0) { return source; }
var bitmap = new Bitmap(source.Size.Width * count, source.Size.Height * count);
var sourcedata = source.LockBits(new Rectangle(new System.Drawing.Point(0, 0), source.Size), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
var bitmapdata = bitmap.LockBits(new Rectangle(new System.Drawing.Point(0, 0), bitmap.Size), ImageLockMode.ReadWrite, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
unsafe
{
var srcByte = (byte*)sourcedata.Scan0.ToPointer();
var dstByte = (byte*)bitmapdata.Scan0.ToPointer();
for (var y = 0; y < bitmapdata.Height; y++) {
for (var x = 0; x < bitmapdata.Width; x++) {
long index = (x / count) * 4 + (y / count) * sourcedata.Stride;
dstByte[0] = srcByte[index];
dstByte[1] = srcByte[index + 1];
dstByte[2] = srcByte[index + 2];
dstByte[3] = srcByte[index + 3];
dstByte += 4;
}
}
}
source.UnlockBits(sourcedata);
bitmap.UnlockBits(bitmapdata);
return bitmap;
}
In this situation, you can get the correct BitmapSource with:
var bitmapSrc = MyImagingHelper.Scale(100,twoPixelBitmap)//this will get a Bitmap size 200 * 100,change the ratio if it is not enough
.ToBitmapSource();//Convert to bitmap source
if you just want to covert a Bitmap into BitmapSource to show in WPF Controls, try this method:
[DllImport("gdi32", EntryPoint = "DeleteObject")]
public static extern bool DeleteHBitmap(IntPtr hObject);
public static BitmapSource ToBitmapSource(this Bitmap target)
{
var hbitmap = target.GetHbitmap();
try {
return Imaging.CreateBitmapSourceFromHBitmap(hbitmap, IntPtr.Zero, Int32Rect.Empty,
BitmapSizeOptions.FromEmptyOptions());
}
finally {
DeleteHBitmap(hbitmap);
}
}
Don't ignore the DeleteHBitmap call!
Not working, this same effect
– Oskar Zadora
Nov 10 at 14:28
Updated, you must scale the bitmap before converting it to BitmapSource
– Saber0905
Nov 11 at 1:20
Thx very much !!!!!!!!! Super
– Oskar Zadora
Nov 11 at 8:15
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
0
down vote
public Bitmap getRandomTwo()
{
Bitmap alone = new Bitmap(1, 2);
alone.SetPixel(0, 0, Color.White);
alone.SetPixel(0, 1,Color.Black);
return alone;
}
this is the code to generate bitmap
add a comment |
up vote
0
down vote
public Bitmap getRandomTwo()
{
Bitmap alone = new Bitmap(1, 2);
alone.SetPixel(0, 0, Color.White);
alone.SetPixel(0, 1,Color.Black);
return alone;
}
this is the code to generate bitmap
add a comment |
up vote
0
down vote
up vote
0
down vote
public Bitmap getRandomTwo()
{
Bitmap alone = new Bitmap(1, 2);
alone.SetPixel(0, 0, Color.White);
alone.SetPixel(0, 1,Color.Black);
return alone;
}
this is the code to generate bitmap
public Bitmap getRandomTwo()
{
Bitmap alone = new Bitmap(1, 2);
alone.SetPixel(0, 0, Color.White);
alone.SetPixel(0, 1,Color.Black);
return alone;
}
this is the code to generate bitmap
answered Nov 10 at 14:34
Oskar Zadora
1
1
add a comment |
add a comment |
up vote
0
down vote
Update:
Here is a method which can scale a Bitmap without smoothing.
public static Bitmap Scale(int count, Bitmap source)
{
if (count <= 0) { return source; }
var bitmap = new Bitmap(source.Size.Width * count, source.Size.Height * count);
var sourcedata = source.LockBits(new Rectangle(new System.Drawing.Point(0, 0), source.Size), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
var bitmapdata = bitmap.LockBits(new Rectangle(new System.Drawing.Point(0, 0), bitmap.Size), ImageLockMode.ReadWrite, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
unsafe
{
var srcByte = (byte*)sourcedata.Scan0.ToPointer();
var dstByte = (byte*)bitmapdata.Scan0.ToPointer();
for (var y = 0; y < bitmapdata.Height; y++) {
for (var x = 0; x < bitmapdata.Width; x++) {
long index = (x / count) * 4 + (y / count) * sourcedata.Stride;
dstByte[0] = srcByte[index];
dstByte[1] = srcByte[index + 1];
dstByte[2] = srcByte[index + 2];
dstByte[3] = srcByte[index + 3];
dstByte += 4;
}
}
}
source.UnlockBits(sourcedata);
bitmap.UnlockBits(bitmapdata);
return bitmap;
}
In this situation, you can get the correct BitmapSource with:
var bitmapSrc = MyImagingHelper.Scale(100,twoPixelBitmap)//this will get a Bitmap size 200 * 100,change the ratio if it is not enough
.ToBitmapSource();//Convert to bitmap source
if you just want to covert a Bitmap into BitmapSource to show in WPF Controls, try this method:
[DllImport("gdi32", EntryPoint = "DeleteObject")]
public static extern bool DeleteHBitmap(IntPtr hObject);
public static BitmapSource ToBitmapSource(this Bitmap target)
{
var hbitmap = target.GetHbitmap();
try {
return Imaging.CreateBitmapSourceFromHBitmap(hbitmap, IntPtr.Zero, Int32Rect.Empty,
BitmapSizeOptions.FromEmptyOptions());
}
finally {
DeleteHBitmap(hbitmap);
}
}
Don't ignore the DeleteHBitmap call!
Not working, this same effect
– Oskar Zadora
Nov 10 at 14:28
Updated, you must scale the bitmap before converting it to BitmapSource
– Saber0905
Nov 11 at 1:20
Thx very much !!!!!!!!! Super
– Oskar Zadora
Nov 11 at 8:15
add a comment |
up vote
0
down vote
Update:
Here is a method which can scale a Bitmap without smoothing.
public static Bitmap Scale(int count, Bitmap source)
{
if (count <= 0) { return source; }
var bitmap = new Bitmap(source.Size.Width * count, source.Size.Height * count);
var sourcedata = source.LockBits(new Rectangle(new System.Drawing.Point(0, 0), source.Size), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
var bitmapdata = bitmap.LockBits(new Rectangle(new System.Drawing.Point(0, 0), bitmap.Size), ImageLockMode.ReadWrite, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
unsafe
{
var srcByte = (byte*)sourcedata.Scan0.ToPointer();
var dstByte = (byte*)bitmapdata.Scan0.ToPointer();
for (var y = 0; y < bitmapdata.Height; y++) {
for (var x = 0; x < bitmapdata.Width; x++) {
long index = (x / count) * 4 + (y / count) * sourcedata.Stride;
dstByte[0] = srcByte[index];
dstByte[1] = srcByte[index + 1];
dstByte[2] = srcByte[index + 2];
dstByte[3] = srcByte[index + 3];
dstByte += 4;
}
}
}
source.UnlockBits(sourcedata);
bitmap.UnlockBits(bitmapdata);
return bitmap;
}
In this situation, you can get the correct BitmapSource with:
var bitmapSrc = MyImagingHelper.Scale(100,twoPixelBitmap)//this will get a Bitmap size 200 * 100,change the ratio if it is not enough
.ToBitmapSource();//Convert to bitmap source
if you just want to covert a Bitmap into BitmapSource to show in WPF Controls, try this method:
[DllImport("gdi32", EntryPoint = "DeleteObject")]
public static extern bool DeleteHBitmap(IntPtr hObject);
public static BitmapSource ToBitmapSource(this Bitmap target)
{
var hbitmap = target.GetHbitmap();
try {
return Imaging.CreateBitmapSourceFromHBitmap(hbitmap, IntPtr.Zero, Int32Rect.Empty,
BitmapSizeOptions.FromEmptyOptions());
}
finally {
DeleteHBitmap(hbitmap);
}
}
Don't ignore the DeleteHBitmap call!
Not working, this same effect
– Oskar Zadora
Nov 10 at 14:28
Updated, you must scale the bitmap before converting it to BitmapSource
– Saber0905
Nov 11 at 1:20
Thx very much !!!!!!!!! Super
– Oskar Zadora
Nov 11 at 8:15
add a comment |
up vote
0
down vote
up vote
0
down vote
Update:
Here is a method which can scale a Bitmap without smoothing.
public static Bitmap Scale(int count, Bitmap source)
{
if (count <= 0) { return source; }
var bitmap = new Bitmap(source.Size.Width * count, source.Size.Height * count);
var sourcedata = source.LockBits(new Rectangle(new System.Drawing.Point(0, 0), source.Size), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
var bitmapdata = bitmap.LockBits(new Rectangle(new System.Drawing.Point(0, 0), bitmap.Size), ImageLockMode.ReadWrite, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
unsafe
{
var srcByte = (byte*)sourcedata.Scan0.ToPointer();
var dstByte = (byte*)bitmapdata.Scan0.ToPointer();
for (var y = 0; y < bitmapdata.Height; y++) {
for (var x = 0; x < bitmapdata.Width; x++) {
long index = (x / count) * 4 + (y / count) * sourcedata.Stride;
dstByte[0] = srcByte[index];
dstByte[1] = srcByte[index + 1];
dstByte[2] = srcByte[index + 2];
dstByte[3] = srcByte[index + 3];
dstByte += 4;
}
}
}
source.UnlockBits(sourcedata);
bitmap.UnlockBits(bitmapdata);
return bitmap;
}
In this situation, you can get the correct BitmapSource with:
var bitmapSrc = MyImagingHelper.Scale(100,twoPixelBitmap)//this will get a Bitmap size 200 * 100,change the ratio if it is not enough
.ToBitmapSource();//Convert to bitmap source
if you just want to covert a Bitmap into BitmapSource to show in WPF Controls, try this method:
[DllImport("gdi32", EntryPoint = "DeleteObject")]
public static extern bool DeleteHBitmap(IntPtr hObject);
public static BitmapSource ToBitmapSource(this Bitmap target)
{
var hbitmap = target.GetHbitmap();
try {
return Imaging.CreateBitmapSourceFromHBitmap(hbitmap, IntPtr.Zero, Int32Rect.Empty,
BitmapSizeOptions.FromEmptyOptions());
}
finally {
DeleteHBitmap(hbitmap);
}
}
Don't ignore the DeleteHBitmap call!
Update:
Here is a method which can scale a Bitmap without smoothing.
public static Bitmap Scale(int count, Bitmap source)
{
if (count <= 0) { return source; }
var bitmap = new Bitmap(source.Size.Width * count, source.Size.Height * count);
var sourcedata = source.LockBits(new Rectangle(new System.Drawing.Point(0, 0), source.Size), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
var bitmapdata = bitmap.LockBits(new Rectangle(new System.Drawing.Point(0, 0), bitmap.Size), ImageLockMode.ReadWrite, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
unsafe
{
var srcByte = (byte*)sourcedata.Scan0.ToPointer();
var dstByte = (byte*)bitmapdata.Scan0.ToPointer();
for (var y = 0; y < bitmapdata.Height; y++) {
for (var x = 0; x < bitmapdata.Width; x++) {
long index = (x / count) * 4 + (y / count) * sourcedata.Stride;
dstByte[0] = srcByte[index];
dstByte[1] = srcByte[index + 1];
dstByte[2] = srcByte[index + 2];
dstByte[3] = srcByte[index + 3];
dstByte += 4;
}
}
}
source.UnlockBits(sourcedata);
bitmap.UnlockBits(bitmapdata);
return bitmap;
}
In this situation, you can get the correct BitmapSource with:
var bitmapSrc = MyImagingHelper.Scale(100,twoPixelBitmap)//this will get a Bitmap size 200 * 100,change the ratio if it is not enough
.ToBitmapSource();//Convert to bitmap source
if you just want to covert a Bitmap into BitmapSource to show in WPF Controls, try this method:
[DllImport("gdi32", EntryPoint = "DeleteObject")]
public static extern bool DeleteHBitmap(IntPtr hObject);
public static BitmapSource ToBitmapSource(this Bitmap target)
{
var hbitmap = target.GetHbitmap();
try {
return Imaging.CreateBitmapSourceFromHBitmap(hbitmap, IntPtr.Zero, Int32Rect.Empty,
BitmapSizeOptions.FromEmptyOptions());
}
finally {
DeleteHBitmap(hbitmap);
}
}
Don't ignore the DeleteHBitmap call!
edited Nov 11 at 1:19
answered Nov 10 at 13:31
Saber0905
11
11
Not working, this same effect
– Oskar Zadora
Nov 10 at 14:28
Updated, you must scale the bitmap before converting it to BitmapSource
– Saber0905
Nov 11 at 1:20
Thx very much !!!!!!!!! Super
– Oskar Zadora
Nov 11 at 8:15
add a comment |
Not working, this same effect
– Oskar Zadora
Nov 10 at 14:28
Updated, you must scale the bitmap before converting it to BitmapSource
– Saber0905
Nov 11 at 1:20
Thx very much !!!!!!!!! Super
– Oskar Zadora
Nov 11 at 8:15
Not working, this same effect
– Oskar Zadora
Nov 10 at 14:28
Not working, this same effect
– Oskar Zadora
Nov 10 at 14:28
Updated, you must scale the bitmap before converting it to BitmapSource
– Saber0905
Nov 11 at 1:20
Updated, you must scale the bitmap before converting it to BitmapSource
– Saber0905
Nov 11 at 1:20
Thx very much !!!!!!!!! Super
– Oskar Zadora
Nov 11 at 8:15
Thx very much !!!!!!!!! Super
– Oskar Zadora
Nov 11 at 8:15
add a comment |
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So what is your problem? Do you want the generated BitmapImage to also be 2 pixels wide? If yes, you can set the DecodePixelWidth/DecodePixelHeight properties on bitmapImage.
– Klaus Gütter
Nov 10 at 7:12
I don't need 2 pixels image, when i'm creating two pixels bitmap, one pixel black second white, then i'm converting it to imagebitmap and i want to get image half black half white, but i get color gradient from black to white (you know the border is not clear ,the color changing from one to another smoothly)
– Oskar Zadora
Nov 10 at 10:35
Maybe this will help you: stackoverflow.com/questions/2381012/…
– Klaus Gütter
Nov 10 at 11:02
You are focusing on the wrong problem. Go back to the code that generated the Bitmap object. The Graphics.InterpolationMode and Graphics.PixelOffsetMode properties that were used to generate it are a very big deal on very small bitmaps that are blown up to larger sizes. Perhaps Graphics.SmoothingMode, hard to tell with nothing to look at.
– Hans Passant
Nov 10 at 14:10
So how to turn off the SmoothingMode in BitmapImage?
– Oskar Zadora
Nov 10 at 21:40