i've created a BitMap 1 pixel wide & 256 pixel height when i try to draw this bitmap as 2 pixels wide using:
public void DrawImage(Image image,RectangleF rect)
the bitmap is not drawn correctly because there are white slim stripes between each bitmap column.
see the simple code below
private void Form1_Paint(object sender, PaintEventArgs e)
{
Graphics gr = e.Graphics;
Bitmap bitmap = new Bitmap(1, 256);
for (int y = 0; y < 256; y++)
{
bitmap.SetPixel(0, y, Color.Red);
}
RectangleF rectf = new RectangleF();
for (int x = 0; x < 500; x++)
{
float factor = 2;
rectf.X = x*factor;
rectf.Y = 0;
rectf.Width = fact;
rectf.Height = 500;
// should draw bitmap as 2 pixels wide but draws it with white slim stripes in between each bitmap colomn
gr.DrawImage(bitmap, rectf);
}
}
This is a side effect of Graphics.InterpolationMode, bitmap scaling produces artifacts when it runs out of pixels at the edge of the bitmap. And there's a lot of running out of pixels with a bitmap that's only one pixel wide. You can get better results by setting it to NearestNeighbor and by setting PixelOffsetMode to None. This still produces artifacts though, some internal round-off error by the looks of it. Not sure, I had to guess at the value of "fact".
Avoid scaling small bitmaps.
for (int x = 0; x < 500; x++)
{
float factor = 2;
rectf.X = x*factor;
rectf.Y = 0;
rectf.Width = fact;
rectf.Height = 500;
// should draw bitmap as 2 pixels wide
// but draws it with white slim stripes in between
// each bitmap colomn
gr.DrawImage(bitmap, rectf);
}
this is your snippet. and you insist that should draw bitmap as 2 pixels wide
. sorry, but this is so wrong. I'll explain why. let's look how this loop works.
x=0
you are setting upper left x coord to zero. rectf.X = x*factor;
gr.DrawImage(bitmap, rectf); you are drawing 1 pixel wide bitmap on rectangle, starting at x coord equal to 0.
loop ends, x becomes 1.
upper left x coord is now 2.
drawing 1 pixel wide bitmap on rectangle, starting at x coord equal to 2. (as you see no bitmap @ x = 1)
do I have to continue, or is it clear why do the white stripes come, and where from?
to fix it use this snippet
for (int x = 0; x < 500; x++)
{
float factor = 2;
rectf.X = x * factor; // x coord loops only through even numbers, thus there are white stripes
rectf.Y = 0;
rectf.Width = factor;
rectf.Height = 500;
// should draw bitmap as 2 pixels wide
// but draws it with white slim stripes in between
// each bitmap colomn
gr.DrawImage(bitmap, rectf);
rectf.X = x * factor + 1; // now x coord also loops through odd numbers, and combined with even coords there will be no white stripes.
gr.DrawImage(bitmap, rectf);
}
P.S. What are you trying to achieve? And have you heard about Graphics.FillRectangle() method?
bitmap.SetPixel(1,y,Color.Red) should do it and rectf.X should not extend rectf.Width.