Firstly, what on earth do you need a 70MB jpeg of a butterfly for? ;)
Image Class size limit in GDI+ is 16Mb (2048x2048, 24bpp).
Let's say you want to display the image in a PictureBox on a WinForm. You
would actually need to create an algorithm to read chunks of the image into
a binary memory stream array. Then you would have to tile the pieces into a
series of Boxes keeping track of the alignment and order. You may end up
running out of system memory before its done!
In DirectX your texture size is limited by hardware. You can check your
D3DCaps to see what the max allowable is but I am sure you would still need
to chunkify and tile an image that large.
Remember, try microsoft.public.dotnet.framework.drawing for expertise on
gdi+...
ok,
aq
"woth" <vi***********@gmail.com> wrote in message
news:11**********************@f14g2000cwb.googlegr oups.com...
Hello guys,
I hope you can help me. I have the following line in my code:
this.Butterfly = new Bitmap("c:\\butterfly.jpg");
which is pretty simple. The problem is that the size of butterfly.jpg
is 70 megs :) Of course, the program can't load it and i have the out
of memory exception.
My question is: how can I open that file? Please, give me some hints on
how to approach in this situation.
Thank you.