troubleshooting Question

Drawing Pixel by Pixel fastest way without using a bitmap

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gags03 asked on
Programming Languages-Other
3 Comments3 Solutions2311 ViewsLast Modified:
I just need to draw one pixel at the time for a very big array of values, each value correspond to a specific color…

Because the array is big, I do not want to use a bitmap to represent it, I want to directly draw each value on the screen …

If I used a bitmap with the lock functionality it will go very fast, but it will take lot of memory too…

If somebody could find me a SetPixel function who going very fast to draw a pixel on the screen I will be very happy…


This is a sample of code I want to do (in C#):
The solution could be in, C++ or anything else (I just need to be able to used c# to call the fonction)

public static void DrawValues(Graphics g, ColorPalette palette, double min, double max, float[,] values, PointF loc)
      double deltaFreqForOnePix = (max - min) / 255;
      for (int x = 0; x < values.GetLength(0); x++)
            int pixIndex;
            for (int y = 0; y < values.GetLength(1); y++)
                  if (values[x, y] > max)
                        pixIndex = 255;
                  else if (values[x, y] < min)
                        pixIndex = 0;
                        pixIndex = Convert.ToInt32(Math.Round((values[x, y] - min) / deltaFreqForOnePix, 0));
                  if (pixIndex < 0)
                        pixIndex = 0;
                  else if (pixIndex > 255)
                        pixIndex = 255;

// This is very slow: I try all function… this is just an example of what I want to do
g.FillRectangle(new SolidBrush(palette.Entries[pixIndex]), loc.X + x, loc.Y + y, 1, 1);


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