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Home/ Questions/Q 229329
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Editorial Team
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Editorial Team
Asked: May 11, 20262026-05-11T19:45:24+00:00 2026-05-11T19:45:24+00:00

I’d like to use GDI+ to render an image on a background thread. I

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I’d like to use GDI+ to render an image on a background thread. I found this example on how to rotate an image using GDI+, which is the operation I’d like to do.

private void RotationMenu_Click(object sender, System.EventArgs e)
{
    Graphics g = this.CreateGraphics();
    g.Clear(this.BackColor);
    Bitmap curBitmap = new Bitmap(@"roses.jpg"); 
    g.DrawImage(curBitmap, 0, 0, 200, 200);  

    // Create a Matrix object, call its Rotate method,
    // and set it as Graphics.Transform
    Matrix X = new Matrix();
    X.Rotate(30);
    g.Transform = X;  

    // Draw image
    g.DrawImage(curBitmap, 
    new Rectangle(205, 0, 200, 200), 
        0, 0, curBitmap.Width, 
        curBitmap.Height, 
        GraphicsUnit.Pixel);  

    // Dispose of objects
    curBitmap.Dispose();
    g.Dispose(); 
} 

My question has two parts:

  1. How would you accomplish this.CreateGraphics() on a background thread? Is it possible? My understanding is that a UI object is this in this example. So if I’m doing this processing on a background thread, how would I create a graphics object?

  2. How would I then extract a bitmap from the Graphics object I’m using once I’m done processing? I haven’t been able to find a good example of how to do that.


Also: when formatting a code sample, how do I add newlines? If someone could leave me a comment explaining that I’d really appreciate it. Thanks!

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-11T19:45:25+00:00Added an answer on May 11, 2026 at 7:45 pm

    To draw on a bitmap you don’t want to create a Graphics object for an UI control. You create a Graphics object for the bitmap using the FromImage method:

    Graphics g = Graphics.FromImage(theImage);
    

    A Graphics object doesn’t contain the graphics that you draw to it, instead it’s just a tool to draw on another canvas, which is usually the screen, but it can also be a Bitmap object.

    So, you don’t draw first and then extract the bitmap, you create the bitmap first, then create the Graphics object to draw on it:

    Bitmap destination = new Bitmap(200, 200);
    using (Graphics g = Graphics.FromImage(destination)) {
       Matrix rotation = new Matrix();
       rotation.Rotate(30);
       g.Transform = rotation;
       g.DrawImage(source, 0, 0, 200, 200);
    }
    
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