Hmmm.
Well if you were to load the images into device contexts, then you could just display them as needs be.
But that would still use up lots of memory...
What you could do right, is if you generate a device context for the image, then BitBlt (or StretchBlt) the image into a picturebox, and then delete the device context.
That would get the image onto the screen, without needing it in memory.
Though I'm not sure what effect that would have on repaints/refreshes....




Reply With Quote