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I HATE WRITEABLEBITMAP

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I tried to use .Measure() .Arrange() on the image objects that i use (only _objFucsia, blue and green) but the result is the same...

But i don't need to show the result image into a user control (so a delayed render i don't think is the right way, i tried to use the thread sleep(2000) before use the resultant memory strem, but still not work), i'm working on memory stream and i need to render one picture over another picture to create an image (but in memory using writeablebitmap) and at the end of the render i want to take the jpeg (81x81) converted image into a byte stream to store it into a database field...

And the byte array during the first run is wrong, from the second on is correct...
I'm not able to understand why on the second run, the function work properly...

Same function, with fixed variables can't give different result...

Now i will try to use only object of type objStreamSource instead of image...

Tnx

Daniele

:edit

No i can't use Application.GetResourceStream as object to render, because is not a ui control...

UFF

: end edit


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