Resizes a bitmap to a new width and height.
#include "ltwrappr.h"
L_INT LBitmapBase::SizeInterpolate(nWidth, nHeight, uFlag = SIZE_NORMAL)
Value that represents the new width, in pixels.
Value that represents the new height, in pixels.
Flag that determines the resizing behavior. Possible values are:
Value | Meaning |
---|---|
SIZE_NORMAL | [0x0000] Resize normally. This is the fastest, but can cause aliasing. |
SIZE_RESAMPLE | [0x0002] Use Linear interpolation and averaging to produce a higher-quality image. |
SIZE_BICUBIC | [0x0004] Use Bicubic interpolation and averaging to produce a high-quality image. This is slower than SIZE_BILINEAR. |
SIZE_TRIANGLE | [0x0005] Use Triangular-peaked weighting average to produce a high-quality image. |
SIZE_HERMITE | [0x0006] Use Hermite interpolation to produce a good quality image better than Bresenham interpolation but not as good as Bilinear interpolation. (using a cubic spline as is done when using Hermite interpolation is slower than when using Bilinear interpolation). |
SIZE_BELL | [0x0007] Use bell interpolation to produce a high-quality image. This filter blurs the image at the same time it resizes. If you want performance similar to bicubic filtering but your source image is noisy, use this one. |
SIZE_QUADRATIC_B_SPLINE | [0x0008] Use Quadratic B-Spline interpolation to produce a smooth quality image but one that is not as good as one produced using Cubic B-Spline interpolation. This is faster than SIZE_BICUBIC but slower than SIZE_CUBIC_B_SPLINE. |
SIZE_CUBIC_B_SPLINE | [0x0009] Use Cubic B-Spline interpolation to produce a very smooth quality image (very blurry). This is one step further than the 'Bell Filter'. This type of interpolation is a bit slower and generates an image with more blur but it has less noise. This method is faster than SIZE_BICUBIC. |
SIZE_BOXFILTER | [0x00A] Use Box filter for results equivalent to Nearest Neighbor on Upsampling, and average pixels on Downsampling. This gives best result for images with single pixel lines. |
SIZE_LANCZOS | [0x000B] Use Lanczos interpolation using Sinc (sinx/x) to produce a high-quality image. Provides the best quality but it is rather slow. |
SIZE_MICHELL | [0x000C] Use Michel interpolation to produce a smooth quality image although not as smooth as one produced using Quadratic B-Spline interpolation. It is slower than SIZE_BICUBIC. |
SIZE_COSINE | [0x000D] Use a Cosine function in the interpolation to produce a good quality image. |
SIZE_CATROM | [0x000E] Use CatmullRom interpolation to produce a high-quality image. It is slower than SIZE_BICUBIC but faster than SIZE_LANCZOS. |
SIZE_QUDRATIC | [0x000F] Use QUADRATIC interpolation to produce a high-quality image although it is not as good quality as one produced using Bilinear interpolation. It is slower than SIZE_BICUBIC. |
SIZE_CUBIC_CONVOLUTION | [0x0010] Use Cubic Convolution interpolation to produce a high-quality image with enhanced image edges. It is slower than SIZE_BICUBIC. |
SIZE_BILINEAR | [0x0011] Use Linear interpolation and averaging to produce a high-quality image. It is fast but slower than SIZE_NORMAL and SIZE_BRESENHAM |
SIZE_BRESENHAM | [0x0012] Use Bresenham interpolation and averaging to produce a good quality image (better than SIZE_NORMAL). This is slower than SIZE_NORMAL but faster than SIZE_BILINEAR. |
Value | Meaning |
---|---|
SUCCESS | The function was successful. |
< 1 | An error occurred. Refer to Return Codes. |
This function supports 12 and 16-bit grayscale and 48 and 64-bit color images. Support for 12 and 16-bit grayscale and 48 and 64-bit color images is available only in the Document/Medical toolkits.
To see a visual comparison among these methods, showing speed and result of 500% enlargement, click here.
Win32, x64.
L_INT LBitmapBase__SizeInterpolateExample()
{
L_INT nRet;
LBitmapBase MyBitmap;
nRet =MyBitmap.Load(MAKE_IMAGE_PATH(TEXT("sample5.cmp")));
if(nRet !=SUCCESS)
return nRet;
nRet =MyBitmap.SizeInterpolate(100,100);
if(nRet !=SUCCESS)
return nRet;/*change the size of the bitmap object to 100x100 */
nRet =MyBitmap.Free();
if(nRet !=SUCCESS)
return nRet;
return SUCCESS;
}
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