if I want to draw a big image (for example 4000X6000) to a graphics, it will cost a lot of memory (about 200M) when g.DrawImage is called.
Is it inevitable?
Bitmap bmp = new Bitmap(4000, 6000) // here cost about 100~200M memory
...
g.DrawImage(bmp, 0, 0); // here cost another 200M again!
Is it inevitable?
Bitmap bmp = new Bitmap(4000, 6000) // here cost about 100~200M memory
...
g.DrawImage(bmp, 0, 0); // here cost another 200M again!