It's not really a matter of what paints faster. You really have little
choice (other than using the API directly on the device context handle, in
which case, I don't know that it will do much for you).
It's usually more a matter of how you are using the Graphics instance.
Are you double buffering? Are you repainting the entire area when only a
portion of it needs to be repainted?
What is it that you are doing which is not fast enough?
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- Nicholas Paldino [.NET/C# MVP]
- (e-mail address removed)
Alexander Vasilevsky said:
What paint faster than Graphics.Draw?
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