Well afaik that's exactly what I'm doing with Image1.Picture.Bitmap.LoadFromRawImage(bitmaplist[ScrollBar1.Position].RawImage, False);
The flicker went away by placing the code outside the OnPaint handler. I can now draw with about 11fps. The images are streamed continuously from disk! So performance is not really bad, but I would like it to be better. Regards, Darius On Feb 8, 2012, at 2:19 AM, Bernd wrote: > 2012/2/8 Bernd <[email protected]>: > >> Image.BeginUpdate; >> Image.Picture.Bitmap.Clear; >> write the data directly to Image.Picture.Bitmap.RawImage.Data^ >> Image.EndUpdate > > Oh, I forgot: set the size, this is actually the whole point of the > clear Method: force it to create this raw image of the needed size if > it does not yet exist. > > Image.BeginUpdate; > Image.Picture.Bitmap.Width := xxxx; > Image.Picture.Bitmap.Height := yyyy; > Image.Picture.Bitmap.Clear; > write the data directly to Image.Picture.Bitmap.RawImage.Data^ > Image.EndUpdate > > -- > _______________________________________________ > Lazarus mailing list > [email protected] > http://lists.lazarus.freepascal.org/mailman/listinfo/lazarus -- _______________________________________________ Lazarus mailing list [email protected] http://lists.lazarus.freepascal.org/mailman/listinfo/lazarus
