> > > > one little optimalisation is setting the size like: > > > > BmpMap.SetSize(Map.width * Tiles.Width, Map.height * Tiles.Height); > > > > > > Thanks for this, > > > > > > > > Another optimalisation would be creating the RawImage directly and > not > > through a bitmap. > > > > > > Impossible, if the image is too big there is a mistake ( Failed to > > create handles ) > > A bitmap has to create the handles anyway, so if it fails for a > TLazIntfImage it would for tbitmap too. > > > MapImage:= TLazIntfImage.Create(Map.width * Tiles.Width, Map.height * > > Tiles.Height); > > Thats what I meant. > > I changed strategy and I don't load whole picture, I charge what is seen and with DoubleBuffered is great ;)
I have found a solution for the handles probleme, like this : PreviewImage:= TLazIntfImage.Create(0, 0); PreviewImage.DataDescription:=GetDescriptionFromDevice(0, 0, 0); PreviewImage.SetSize(PreviewWidth*32, PreviewHeight*32); This dont work: PreviewImage:= TLazIntfImage.Create(PreviewWidth*32, PreviewHeight*32); I do not know if is good, but it works :-) PS: My program uses lots of memory, around 20 mb ! Thanks Marc, -- Laurent. "If debugging is the art of removing bugs, then programming must be the art of creating!" My Components: http://wiki.lazarus.freepascal.org/Wile64 French Forum : http://lazforum-fr.tuxfamily.org/index.php
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