I know this question has been asked frequently, but none of the typical answers have given me the result I need. I am attempting to zoom a grayscale bitmap much like Paint.exe. I want no interpolation so the original, individual pixels can be observed. I have tried the oft-suggested NearestNeighbor approach which gets close, but not exactly what I want.
This is what I want:
This is what I get:
This is the code I am using to zoom and redraw the image.
protected override void OnPaint(PaintEventArgs e)
{
e.Graphics.PixelOffsetMode = PixelOffsetMode.Half;
e.Graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
e.Graphics.SmoothingMode = SmoothingMode.None;
Matrix m = new Matrix();
m.Scale(mScale, mScale, MatrixOrder.Append);
e.Graphics.Transform = m;
e.Graphics.TranslateTransform(this.AutoScrollPosition.X / mScale,this.AutoScrollPosition.Y / mScale);
if (mImage != null)
e.Graphics.DrawImage(mImage, 0, 0);
base.OnPaint(e);
}
The code does have an affect on the image as the zoom works and changing the InterpolationMode does change the image. However, no combination of settings gets the result I need.
Any ideas?
I'm trying to display 16-bit images with C#. I came across the same trouble that the colors in the totally same pixel is not the same. Finally I solved this trouble with the sample code below:
protected override void OnPaint(PaintEventArgs e)
{
e.Graphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality;
e.Graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
e.Graphics.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighSpeed;
e.Graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.None;
e.Graphics.Clear(Color.Black); //Clear the background with the black color
if(m_bmp != null) //if m_bmp == null, then do nothing.
{
//To calculate the proper display area's width and height that fit the window.
if (this.Width / (double)this.Height > m_bmp.Width / (double)m_bmp.Height)
{
m_draw_height = (int)(this.Height * m_roomRatio);
m_draw_width = (int)(m_bmp.Width / (double)m_bmp.Height * m_draw_height);
}
else
{
m_draw_width = (int)(this.Width * m_roomRatio);
m_draw_height = (int)(m_bmp.Height / (double)m_bmp.Width * m_draw_width);
}
//To calculate the starting point.
m_draw_x = (int)((this.Width - m_draw_width) / 2.0 + m_offsetX / 2.0);
m_draw_y = (int)((this.Height - m_draw_height) / 2.0 + m_offsetY / 2.0);
e.Graphics.DrawImage(m_bmp, m_draw_x, m_draw_y, m_draw_width, m_draw_height);
//draw some useful information
string window_info = "m_draw_x" + m_draw_x.ToString() + "m_draw_width" + m_draw_width.ToString();
e.Graphics.DrawString(window_info, this.Font, new SolidBrush(Color.Yellow), 0, 20);
}
BTW, why don't you try to use double buffer to increase the performance of drawing images?
Here is the effect:
Hope that will help.
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