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Posted

if I want to draw a big image (for example 4000X6000) to a graphics, it will cost a lot of memory (about 200M) when g.DrawImage is called.

Is it inevitable?

 

Bitmap bmp = new Bitmap(4000, 6000) // here cost about 100~200M memory

 

...

 

g.DrawImage(bmp, 0, 0); // here cost another 200M again! :(

Posted

there's two cases in my code.

 

The first is that g is a print graphics, etc. g = e.graphics. And g.DrawImage does cost another 200M.

 

Another case is that, g is generate from g = graphics.FromImage(bmp), then set the transform matrix g.ScaleTransform(...), then g.DrawImage costs about 100M memory.

 

:(

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