There are no real solutions to this problem. A 32 bit process has a 2
gigabyte address limit but in reality the usable limits of memory in a .NET
program are somewhat less.
GDI+ is not well suited to dealing with large images and certainly, a 14000
by 10000 full colour image would hit the scales at a little over 534
megabytes.
An image loaded into memory may have far more memory allocated to it than
just the image file size. This is because the image itself might be held in
memory and then the raster image is also held in it's fully expanded state.
If the picture box is double buffered there may even be two full copies of
the image in memory.
--
--
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
http://www.bobpowell.net/tipstricks.htm Answer those GDI+ questions with the GDI+ FAQ
http://www.bobpowell.net/faqmain.htm All new articles provide code in C# and VB.NET.
Subscribe to the RSS feeds provided and never miss a new article.
[quoted text, click to view] "Usenet User" <no.spam@no.way> wrote in message
news:a4g1149lmuq1ls7ijmq7m1nn7ieqfnmhk6@4ax.com...
> .NET 1.1/2.0
>
> I have a need to display high-resolution scrollable images in a .NET
> application (Windows Forms). One well known solution is to create a
> Panel with AutoScroll set to "true" and then add a PictureBox or
> another Panel to it, that is used to display the image.
>
> The above approach works, however, to my surprise, .NET GDI+-based
> graphics are not really hi-res friendly.
>
> Consider the following codes examples:
>
> 1)
> Bitmap b = new Bitmap( 6000, 6000 );
> panel2.BackgroundImage = b; // <-- Works OK
>
> 2)
> Bitmap b = new Bitmap( 14000, 10000 );
> panel2.BackgroundImage = b; // <-- "Out of memory" error
>
>
> The full stack of the error is:
>
> System.OutOfMemoryException: Out of memory.
> at System.Drawing.TextureBrush..ctor(Image image, WrapMode
> wrapMode)
> at System.Windows.Forms.Control.PaintBackground(PaintEventArgs e,
> Rectangle rectangle)
> at System.Windows.Forms.Control.OnPaintBackground(PaintEventArgs
> pevent)
> at
> System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e,
> Int16 layer, Boolean disposeEventArgs)
> at System.Windows.Forms.Control.WmEraseBkgnd(Message& m)
> at System.Windows.Forms.Control.WndProc(Message& m)
> at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
> at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)
> at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)
> at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32
> msg, IntPtr wparam, IntPtr lparam)
>
>
> Internally, the TextureBrush constructor makes a call to
> GdipCreateTexture() method in gdiplus.dll, and, apparently, there is
> some limit on the image size that the method can handle.
>
> Obviously, I am hitting some limit of GDI+ here, but still need to
> find a solution. I want to stay with .NET, if possible and avoid using
> any third-party ActiveX controls.
>
> What alternatives can I pursue?
> Will going with .NET 3.x and WPF help?
>
> TIA!