See the article on actual capabilities of the Graphics object for
_theoretical_ drawing sizes.
In practice the size of a bitmap is limited by memory. A bitmap 60,000
pixels wide doesn't have to be very tall to eat up all of your available
memory. A Bitmap created in memory is likely to have a 32 bpp footprint so
for example 60,000 squared is over 14 gigabytes.
Most systems will choke on more than a couple of gigs.
--
Bob Powell [MVP]
Visual C#, System.Drawing
Ramuseco Limited .NET consulting
http://www.ramuseco.com Find great Windows Forms articles in Windows Forms Tips and Tricks
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[quoted text, click to view] "Jon Shemitz" <jon@midnightbeach.com> wrote in message
news:45402378.B2FC5568@midnightbeach.com...
> kurt wrote:
>
>> i am getting a strange effect when i use TextureBrush to fill a areal
>> on a graphic surface.
>> It seems that when the areal is not very large the filling effect is
>> normal but when the length
>> or width of the areal is very large for example more than 60000(inot
>> exactly,i mean the
>> number is very large) the stange effect
>> happens
>
> 60000 is a strange binary number. Does 32767 work as expected, while
> 32768 does not? (If so, then somewhere in the stack there's some code
> that's using signed 16-bit arithmetic, and the solution is to stick to
> bitmaps smaller than wioth length or width less than 32768. If not,
> then something else is going on.)
>
> --
>
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