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我在平铺图像缓冲区和方形大小的瓦片缓冲区时出现问题。 请注意,我做错了什么。在图像缓冲区中平铺瓦片缓冲区索引计算问题
这个想法是获得一个图像缓冲区充满了预定义的方形瓷砖缓冲区的一些条件。以便输出图像缓冲区正确填充Tile,请记住,图像可以是矩形(不是方形)
谢谢。
我试过这个。
static int imgwidth = 150; static int imgheight=100;
static int gl_fxf = 4;//4*n
byte[] img_byte8rgbbuff = new byte[imgwidth*imgheight*3];// variable size
byte[] tile_byte8rgbbuff = new byte[gl_fxf * gl_fxf * 3];// can be of any size 4nX4n
public byte[] fillwithtile(byte[] in_Image, byte[] Tile)
{
byte[] img_byte8rgbbuff_OUT = new byte[in_Image.Length];
int someMainIndex;
Action<int, int, int> TFfxMethod = (int a_h, int b_w, int in_indx) =>
{
int t_indx;
//int t_indx2;
int counter = 0;
for (int j = a_h; j < a_h + gl_fxf; j++)
for (int i = b_w; i < b_w + gl_fxf; i++)
{
t_indx = j * 3 * imgwidth + i * 3;
// SOMETHING WRONG IN INDEX CALCULATION FOR ARRAYS
if (in_Image[in_indx] == 255)// EX. some condition in_Image[in_indx] == 255 RED component
{
img_byte8rgbbuff_OUT[t_indx] = Tile[counter];
img_byte8rgbbuff_OUT[t_indx+1] = Tile[counter+1];
img_byte8rgbbuff_OUT[t_indx+2] = Tile[counter+2];
}
counter = counter + 1;
}
};
for (int palboxH = 0; palboxH <= imgheight; palboxH = palboxH + gl_fxf)
for (int palboxW = 0; palboxW <= imgwidth; palboxW = palboxW + gl_fxf)
{
someMainIndex = palboxH * 3 * gl_fxf * imgwidth + palboxW * 3 * gl_fxf;
TFfxMethod(palboxH, palboxW, someMainIndex);
}
return img_byte8rgbbuff_OUT;
}//
既然你想通了,继续前进,并且你的答案的答案。然后大家会知道这不是一个没有答案的问题。 – ToolmakerSteve