2D with Direct3D: Display Bitmap and do Image Processing

Silka

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Joined
Aug 24, 2005
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I'm working on an application (with Visual C# .NET) which needs to
display Images on Screen. The bitmaps are rather large (up to
4000*5500 Pixels) and I need to do some image processing on the image.
I need to be able to window the images: That means I need to use the
concept of Look-Up-Tables. :confused:
Is there a possibility to do that with Managed DirectX?
I tried it with Direct3D and had problems when displaying the large
images as textures. Do I have to resize the Images before displaying,
so that the size of the Image does not exceed MaxTextureWidth and
MaxTextureHeight?
Can I display the bitmaps directly on a Surface?

I also tried DirectDraw. Displaying the Images works fine but the
documentation is so bad, that I do not know how to implement the
Windowing-Functionality. :mad:

Is it possible to use Look-Up-Tables in DirectX?

Can anyone help me or give some advice?

Thanks a lot! ;)
 
What is your method in DirectX. Firstly, the texture size is limited by the GFX card, which is currently 2048 x 2048 on top end cards. Also, your screen resolution is obviously nowhere near 4000 x 5500 pixels, so how are you displaying them currently in DirectDraw?

I would break the image up into sections, and work with each section, if that is possible. What are the images of?
 
sgt_pinky said:
What is your method in DirectX.
Right now I'm using
Code:
backSurface.DrawFast(int,int, Surface, DrawFastFlags.Wait)
and
Code:
frontSurface.Draw(backSurface, DrawFlags.Wait);
Where FrontSurface and backSurface are both Surfaces.
I resize the Image to a adequate size before displaying it. That works fine, but I'm missing the palette.
You are totally right, the monitor won't display the whole image. Thank you for your advice. The next step would be to split the image in sections. The images are grayscale images with a sixteen bit resolution. I'm displaying them in the 8 Bit indexed Format right now.
I don't now how to use a palette in DirectDraw. :confused:
And that is the main problem right now. :o

Because of the bad documentation of DrectDraw in Managed DirectX I tried to work with Direct3D but I still have problems using and modifying palettes.
 
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