I am receiving an image from an external system in the form of a sequence of BGR values followed by an empty byte. The sequence looks sort of like…
[B,G,R,0,B,G,R,0,…,B,G,R,0] where each BGR0 is a single pixel in an image.
I need this in a .NET Bitmap so I can perform some manipulations on it and have come up with the following function to do so:
private Bitmap fillBitmap(byte[] data, int width, int height)
{
Bitmap map = new Bitmap(width, height);
for (int i = 0; i < data.Length; i += 4)
{
int y = ((i / 4) / width);
int x = ((i / 4) - (y * width));
int b = data[i];
int g = data[i + 1];
int r = data[i + 2];
Color pixel = Color.FromArgb(r, g, b);
map.SetPixel(x, y, pixel);
}
return map;
}
This would normally be ok except that most of my images are 1920×1200… so I have a loop that’s iterating over 2 million times. Even then that wouldn’t be so bad as 2 million iterations shouldn’t be very taxing on any modern processor.
But for some reason, this loop can take upwards of 5-15 seconds to run on a pretty beefy Xeon on my server. It would be trivial to parallelize the loop but I suspect there is an even better way of going about this. Any help would be greatly appreciated!
The description of the Bitmap.LockBits Method says,
An alternative, I’d guess, might be to use the Bitmap(Stream) Constructor, after you create a Stream which matches the file format of a bitmap.