I need to scale down an image that has a height or width greater than a predefined pixel value. I wrote some code that takes a look at the original image, checks to see if either the width, the heigh
I\'m trying to call the WriteableBitmap.WritePixels method, but I can\'t seem to understand the parameters.
I have a drawing app where the user can draw on the screen with their finger.The drawing happens to an off-screen bitmap, and is then posted to the screen in onDraw().
Back in Win32 days, if I had a monochromatic bitmap, which is for all intents and purposes just a bitmap mask, I could render that bitmap onto a DeviceContext.What would happen is every pixel where th
I\'m trying to use SharpDX to create a simple maze-like 2D program using DirectX. To that end I want to create bitmaps that I can render on-screen for the walls, hallways, outside of the maze, etc.
(Forgive me if Im getting this totally wrong, I am a newbie) I am displaying some photos taken with MediaStore.ACTION_IMAGE_CAPTURE. I tried to disable autoorientation when picture is being taken but
I want to display a logo at the top of the screen.The logo is a bmp file.I made an example program to show what happens in full working code:
It seems like even if you set an Image object\'s smooth property to false, it doesn\'t make the Bitmap look jaggy on non-90-degree angles (jaggy = aliased, opposite of a smooth edges = anti-aliased).
I\'m currently working on a steganogrpahy android app as a class project. I\'ve created an object that will encode an image with in another image and return an encoded bitmap. This code is run in a se
I am stumped by this very simple problem. I am making a tile-based game engine and need to be able to allow a user to edit the map using a WPF User Interface. Naively, I had assumed that I could simpl