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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