I have been using Bitmap.SetPixel & copying the entire bitmap to a picture box after the entire graphic has been drawn. When running debug within the IDE, this takes less than 10 seconds, while DrawEllipse or Rectangle takes almost 4 minutes.I will be using the more time consuming method for my next application, since that application requires seeing points set in Picture Box as they are generated
I have a icon maker program. I have two pictureboxes pic1 and pic2 and a open image button. I need a code that will if the pic1.image color has any red in it, it will take that red and turn it into the desired color. I know you can use getpixel and setpixel but I don't know how to use these.
I worked in a role and functioning properly. The problem is that it is a bit slow for use in many images would be very slow. I read online that with stride and scan0 and working in memory with buffer can be made faster, but i donīt understand anything . Does anyone know how it works or how to make my code run faster?
its the first time im trying to use SetPixel , it doesn't seem to work at all, im trying to draw anywhere in the screen (where the mouse is), there must be something im doing wrong
I am trying to use GetPixel and SetPixel to copy the contents of one picture to another (I know there are other methods to do so, but there are reasons I want to try this ;D)Anyway, the pictures are .png images, so they include transparency settings.
But for some reason, it seems like when I use GetPixel & SetPixel to put one image over another, it seems the second image completely replaces the other one. I mean, it seems the transparency settings are not respected when I use GetPixel & SetPixel.Both images have the same size. Both have transparent areas.
I am loading an image on picturebox, then trying to paint some particular pixel but it does not work for the tif image that I have. I got the following error message "SetPixel is not supported for images with indexed pixel formats."
when adding picture to dynamic picturebox from my.resources in .dll a duplicate semi functional picturebox is added too, behind the picturebox i intended to add. has anyone seen this happening before or can provide any insight into this?
In VB6 I used some pattern of programming..I passed the picturebox as parameter to some procedure in some class and inside this procedure paint all needed graphics using this class methods.Now I want upgrade my application to vb.netBut all samples for line drawing show me how to draw inside paint event.[code]
I have a PaintEventHandler connected to a picturebox via AddHandler.
In PaintEventHandler I have coded this for writing the drawing to PictureBox1.Image:
Dim PictureBox1 As PictureBox = CType(sender, PictureBox) PictureBox1.Image = New Bitmap(PictureBox1.Width, PictureBox1.Height) Dim bmp As Image = PictureBox1.Image Dim g As Graphics = Graphics.FromImage(bmp)
... drawing something ...
PictureBox1.Image = bmp
Everything works fine but after running through the paint event handler and showing the picture on the screen it calls the painthandler again and again. It does not stop.
Replacing the code above with
Dim g As Graphics = e.Graphics
Makes it running. But then I cant save the Image to a file.
I have a program I'm working on that, for one of the features, allows the user to drag an image from a picturebox, into the main form space, anywhere they want. [code]...
When trying to drag the image from the CurrentTilePicBox, the very moment I move the mouse while dragging the cursor becomes a circle with a cross and won't drag and drop into the new picturebox.
Hey I am making a GDI++ game in vb.net. Now what I want is the monster(picturebox) to go after the player(picturebox). There Are No Vertical Walls. Only The Edge of map barriers. For example to get to the player the AI would have to go to the end of the ledge and either jump off and fall to the lower ledge or take the ladder down. There is no jumping, only falling and going up and down ladders and across the horizontal ledges. So How Can I make this pathfinding system?
I have a panel, which contaisn two Pictures.When the panel is mousehover the Pictures appears. When the panel is mouseleave the Pictures disappears.However, when I'm trying to pass the mouse between the Picturebox and Panel, the Picturebox disappears, because the panel doesn't detect that as panel area.
Private Sub Panel_MouseHover(ByVal sender As Object, ByVal e As System.EventArgs) Handles Panel.MouseHover Me.NextIMG.Visible = True Me.PrevIMG.Visible = True End Sub
Private Sub Panel_MouseLeave(ByVal sender As Object, ByVal e As System.EventArgs) Handles Panel.MouseLeave Me.NextIMG.Visible = False Me.PrevIMG.Visible = False
My app has scrolling images in the background and a picturebox on top. The image in the picturebox has transparent parts. How can It so that the transparent parts show whatever is belo the picture box, not the form background? I have tried taking screenshots and positioning them as background but this just freezes the app.
Dim ScreenSize As Size = New Size(154, 83) Dim screenGrab As New Bitmap(154, 83) Dim blank As New Bitmap(100, 300)
I need to plot some analog values read from the serial port.I plot them in a picturebox starting from left. When I reach the end of the control at the right side I shift all values to the left of a point and I plot the new point at the right, (I have some flickering but it could be acceptable). This is my plotting control.My problem is that I have to clear the control (picturebox) in order to plot the shifted graph, but the method Clear of the Graphics class clears everything inside the picturebox, even my grid.How can i make always visible a grid "in" my picturebox?
1.a transparent image with a grid over the PB? (the clear method cannot remove it)
2.an image with a grid below the picturebox that must be with a transparent background to make visible the grid?
Ok, so I have a new challenge for the D.I.C. Heads. I'm making a simple little game using VB controls. I know it's not the best idea in the world but it'll have to do for now!
Here is whats happening. I've created a class that inherits the PictureBox control that I want to use to place my game pieces on the playing field.
Dim pbArmyUnit(0) As ArmyUnit ' ArmyUnit is a Class that inherits Picturebox now I create the playing pieces at runtime as needed and append them to the array. Player currently buys the units and places them on the playing field.
[Code]...
On a side note how can I look at a stack of pictureboxes all created at runtime to determine whats at a particular location? Example. I move my army unit over top of the picturebox that shows my forest. How can I tell what picturebox I just moved on top of? does that make sense? I don't need code for this just directions on looking at the right info so I can figure it out.
I am creating my terrain at runtime as well since it's randomly generated. and I'm basically making an array of 192 pictureboxes with the appropriate terrain image as well as some other modifiers. Just like with my armies above I've inherited picturebox and created a terrain class array, this way I'm able to add my movement modifiers etc, directly to the picturebox I place on the screen. It's these pieces of terrain that I want to be able to check before allowing the unit to move into them! to get movement costs etc.
I have a picturebox on a form. The image in the picturebox is actually a report. I want it so if the user clicks on it it will zoom larger --- while the picturebox remains the same size. Of course, the entire image will no longer be seen. So I also want to be able to drap this image around with the cursor. The examples I've found for picturebox zooming cause the picturebox itself to get bigger and smaller. I need it to be like an Access report. Click on the report and it gets bigger. Click again and it goes back to the full image. Does anyone know of an example or tutorial in VB.Net for this type of zoom-with-fixed-size picturebox function?
I am working on a small desktop form in VB 2010 and am trying to place a pictureBox with an image in it, next to another pictureBox already located on the form when the user clicks a button.
Private Sub Button3_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button3.Click Dim tool As String
[Code]....
But for some reason the newPictureBox with image from "ptext" does not show up on the form. When I specify the new Point to be something like, (50,50) instead of getting the first pictureBox coordinates, the new pictureBox shows up in the right place.
Am I using System.Drawing.Point wrong? Or is there some other error that I'm making?
i would like to drag a picturebox inside of another picturebox and I think I already made it. the problem is the object I am trying to drag is behind the picturebox ....how to I make it so that it will appear infront of the picture box? also when I drag it out again of the picturebox I would like to restrict it so that dragging out of the picturebox is not anymore possible?
HTML
Public Class Form1 Dim dragging As Boolean Dim mousex As Integer Dim mousey As Integer
I am trying to make a picturebox follow another picturebox. But I also want this picturebox to be able to collide with the other picturebox if the picturbox stops. I hope this is not too confusing. I cannot figure this one out. The code below is probably nothing like what I should be doing, but i cannot think of any other way to do what I want.
PictureBox1.Location = New Point(PictureBox2.Location.X) PictureBox1.Location = New Point(PictureBox2.Location.Y)
I have two Picturebox and both should be transparent background, but the real problem is both transparent for form background but not over each other .
I am making pictureboxes as enemies, and i have a picturebox that that user controls. I want the enemies to move towards the user's picturebox, regardless of their position (Which will be random!).
I know when I draw to the form and add controls I get a flicker effect.If I draw to a picturebox on the form and add controls will the picturebox flicker?