I need to show streaming images (changing bitmaps, which are created in the
app during every cycle of operation) on the screen.
I thought of implementing this in DirectDraw to speed up the display, time
being very critical in my app (total cycle time is in the order of 100 to 200
ms). But later realized that creating bitmap surfaces (using Surface
constructor) whenever I need to show a new bitmap is very time consuming.
Then I changed the way bitmaps are drawn by getting the DC of the surface
and using GDI+ to DrawImage onto this DC. But even this takes too much time
to blit, as my bitmaps are usually large (upto 2k x 2k).
Can anyone suggest a better way of doing this? Is my choice of using DirectX
for this interface justified compared to a normal GDI+ interface, to speed up
the display?
I'd really appreciate any light on this.
Thanks.
app during every cycle of operation) on the screen.
I thought of implementing this in DirectDraw to speed up the display, time
being very critical in my app (total cycle time is in the order of 100 to 200
ms). But later realized that creating bitmap surfaces (using Surface
constructor) whenever I need to show a new bitmap is very time consuming.
Then I changed the way bitmaps are drawn by getting the DC of the surface
and using GDI+ to DrawImage onto this DC. But even this takes too much time
to blit, as my bitmaps are usually large (upto 2k x 2k).
Can anyone suggest a better way of doing this? Is my choice of using DirectX
for this interface justified compared to a normal GDI+ interface, to speed up
the display?
I'd really appreciate any light on this.
Thanks.