Comments (3)
Thanks for pointing out. Fixed. Now you can use the code above without any changes and keep passing True
, it should works. Please download the latest source code or binary DLLs.
By the way, if you draw the PNG file many times, you can firstly convert it to Direct2D bitmap, draw Direct2D bitmap will giving you higher rendering performance.
Dim Thing As New Bitmap("filename.png")
Dim d2bmp = Device.CreateBitmapFromGDIBitmap(Thing)
bmp.DrawBitmap(d2bmp, ...
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Thanks for that quick update, you rock!
I was able to convert an old GDI app into D2D relatively easily, and it runs great. My only beef is that I can't bind the render window to a picturebox or form, as it would have been nice to support rending 2 screens on 2 monitors independently.
But GREAT work, I really appreciate it as well as your tip.
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K
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Related Issues (20)
- Potential Perf Gain: Use `LibraryImport` instead of `DllImport` when using .NET 7
- Several Issues HOT 7
- Drawing lines and rectangles HOT 8
- Printing output HOT 2
- Direct pixel access to D2DBitmap
- Does it support screen capture?
- Why carry an unmanaged library instead of just wrapping Direct2D in pure C#? HOT 2
- Cannot compile in pure .NET FW HOT 1
- Effects HOT 1
- D2DControl usage HOT 1
- CreateTextLayout causes Memory Leak HOT 1
- Feature request: DrawPie and FillPie HOT 3
- Bug: FillPath and DrawPath do not work on Memory Bitmap HOT 2
- Render YUV image HOT 2
- Any reason not to publish signed assemblies to NuGet? HOT 1
- Text Outline (Stroke) HOT 2
- Bold text? HOT 2
- Missing clip rect in OnRender
- Example how to draw a Memory Bitmap with transparent part on another Memory Bitmap HOT 1
- DrawPath and FillPath throw exception HOT 2
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