This is a follow on to my previous question Speeding Up Image Handling
Apologies if I should have amended that question in some way rather than starting a new one.
I have tried all sorts of different things to speed up the drawing of an image on screen.
I thought that compressing the image until it is smaller would have an effect. However while this might save memory for the object I do not think it has any effect on how long it takes to draw. I tried converting the image to jpeg and using 100% compression. However while this creates a blocky image it does not affect the drawing time. I now think this is because the number of pixels that get rendered is not changed by this
I tried reducing the color palette to 256 colors. This makes the size smaller since it uses less bytes per pixel but does not seem to affect drawing on screen. I had thought that reducing the bytes per pixel GDI+ has to handle might save some time but it is not enough for me to see so far.
So am I wasting my time looking at compression and palette?
I assume that time taken will be affected by the number of pixels to be drawn (width x height) and I have resized the image to match the pixel size as displayed on screen. I think this is the one thing that does have an effect....
I have looked at how to stop autoscaling of the image - does my resize stop that or can the image still be autoscaled when it is rendered?
I am wondering if I can replace the DrawImage call with something using p/Invoke or other API call (which I admit I don't really understand).