On Sun, 24 Feb 2013, Sven Barth wrote:

On 24.02.2013 11:44, Michael Van Canneyt wrote:
     srcImg:=TFPMemoryImage.Create(0,0);

Do not use TFPMemoryImage. It is a catch-all memory format, not
optimized at all, using 64 bits for the images.
Instead, use e.g. TFPCompactImgRGBA8Bit if you need alpha or
TFPCompactImgRGB8Bit if you do not need Alpha.


Nice, I did not know we have more compact image types available. O.o

If memory serves well, Mattias Gaertner made them.


         dstImg:=TFPMemoryImage.Create(iX,iY);
         dstImg.UsePalette:=false;
         dstCanvas:=TFPImageCanvas.create(dstImg);
         dstCanvas.StretchDraw(0,0,iX,iY,srcImg);

Phew, this is also a real killer.

Do not draw on a canvas with stretchdraw. That will be slow as well;
Rather, attempt to manipulate the image in memory by doing a stretch
directly.
Choose an algorithm which is fast. The default interpolation will result
in quite a lot of calculations.

Maybe a collection of algorithms for in memory rescaling would be nice...

There are a lot of them, that is what the interpolations are for, but they work with a canvas. The case of rescaling an image and simply send the resulting image as a file was not foreseen at the time of writing.

Michael.
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