我在使用方形大小的平铺缓冲区平铺图像缓冲区时遇到问题。 请指出,我做错了什么。
想法是获得一个图像缓冲区,其中填充了具有某些条件的预定义方形Tile缓冲区。所以输出图像缓冲区适当地用Tile填充,请记住,图像可以是矩形(不是正方形)
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;
}//
答案 0 :(得分:0)
自己想出来
计数器应该是以下代码 并且不需要in_indx
counter = counter +3;