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Please take a look at CompositionVirtualDrawingSurface to handle very large sizes. It's a lower-level rendering/composition primitive, and the app will need to decide the image into tiles. There are hardware limits about the maximum size of a D3D texture. |
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On Windows 10, even without real graphic card, I did some tests and I can load a lot larger images (like 20000x3400) |
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I am using an
Image
control to display images. The images are loaded from memory into aSoftwareBitmap
then converted to aSoftwareBitmapSource
to set theImage.Source
property.Recently when testing a Surface Pro device, I ran into the following error message:
Cannot create CanvasImageSource sized 19532 x 40; MaximumBitmapSizeInPixels for this device is 16384.
I would like to know what would be the correct way to display large textures using the Image control?
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