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1123

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So currently I'm creating a 1000x1000 bitmap and it's spending about .3 seconds simply calling the Bitmap.SetPixel() function.

I'm actually only drawing probably 50% of the pixels so it's more like 500,000 call to setpixel. While that does seem like a lot of calls, OTOH video games are do alot more and push many many more pixels (some of them procedureally generated).

Obviously Bitmap.SetPixel isn't optimized for speed, but if I needed to update a bitmap 20-30 times a second to get decent animation, this is way to slow, so what are my options?

+1  A: 

FastPixel?: http://www.codeproject.com/KB/GDI-plus/FastPixel.aspx

lod3n
+1  A: 

we need more information. are you writing a game?

modern blockbuster video games do all the pixel setting behind the scenes in hardware--they give the hardware a buffer of geometries and the highly parallelized hardware does all the math. OpenGL and DirectX are APIs for talking to the hardware.

search gamedev.net for some tutorials.

Dustin Getz
+3  A: 

Bob Powell has an excellent tutorial on accessing pixel maps directly in memory.

Dour High Arch
Thanks, that's exactly what I was looking for.
Joel Barsotti