I am trying to work with an array of bytes withing the GD Picture control without having to save to hard drive.
I can use the function CreateGdPictureImageFromByteArray. On this, I don't need to worry about what type of image this is - png, tif. But if I try an call SaveAsByteArray, I have to say what type of image it should be.
I was hoping that I could pass a reference to the byte array when opening the image, and that byte array would then have all of the changes on the image. So I would have instant access to the data. But that doesn't appear to be the case.
What is the best way to work with the byte array?
The SaveAsByteArray is also not available in the Image Viewer. I am working with annotations, so need to get the array of bytes saved after the annotations have been burnt.
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