Lou Posted October 13 Share Posted October 13 Thanks, it works now. I had no idea there was a new one. It usually checks for updates on start up. Quote Link to comment Share on other sites More sharing options...
Tactilis Posted October 13 Share Posted October 13 4 hours ago, Lou said: It usually checks for updates on start up. You'd have been offered the update due course. See the announcement in the forum: https://forums.getpaint.net/topic/123538-paintnet-5011-is-now-available/ and on the blog: https://blog.getpaint.net/ Note the text: "If you already have it installed, you should be offered the update automatically within the next few days, but you can also get it immediately by going to Settings -> Updates -> Check Now" Quote Link to comment Share on other sites More sharing options...
frio Posted October 13 Share Posted October 13 (edited) 8 hours ago, null54 said: All of those issues should be fixed. These issues remind me how invaluable being able to run these specialized plugins in PdN is to me, so thank you for providing that and the fixes. Edited October 13 by frio Quote Link to comment Share on other sites More sharing options...
Rick Brewster Posted October 13 Share Posted October 13 17 hours ago, null54 said: Although, I do not know why the stride would not match in this case as both images are IBitmap<ColorBgra32> and the same size. What're you using the allocate the bitmaps? As an example of why same-size bitmaps could have different strides: inside of Paint.NET, if you're using IImagingFactory.CreateBitmap(), it's using a native allocation pool (similar in concept to ArrayPool). It may get a buffer larger than what it asks for, after which there's a calculation to try and determine what stride it should use based on the buffer's real size (not the requested size) in order to maximize reusability for cached/pooled software-mode ID2D1DeviceContexts. Two bitmaps could also have different strides if one is a slice out of a larger bitmap. Or if they are both slices out of larger bitmaps with different strides. Outside of Paint.NET, if you're using IWICImagingFactory::CreateBitmap(), it'll use WIC's allocator and it'll do ... whatever WIC does ¯\_(ツ)_/¯ Quote The Paint.NET Blog: https://blog.getpaint.net/ Donations are always appreciated! https://www.getpaint.net/donate.html Link to comment Share on other sites More sharing options...
Rick Brewster Posted October 13 Share Posted October 13 16 hours ago, Lou said: Thanks, it works now. I had no idea there was a new one. It usually checks for updates on start up. It'll only check once per day for the first 4 weeks after release. After that it'll check once every 5 days. And if it found an update and you decline to install it, it'll remind you every day. So it's a little more complicated than "it usually checks for updates on start up" Quote The Paint.NET Blog: https://blog.getpaint.net/ Donations are always appreciated! https://www.getpaint.net/donate.html Link to comment Share on other sites More sharing options...
null54 Posted October 14 Author Share Posted October 14 3 hours ago, Rick Brewster said: What're you using the allocate the bitmaps? I am using the Paint.NET IBitmap<ColorBgra32> for 64-bit filters, and the WIC equivalent for 32-bit filters. The bitmap pooling sounds like a plausible explanation for that behavior. Quote Plugin Pack | PSFilterPdn | Content Aware Fill | G'MIC | Paint Shop Pro Filetype | RAW Filetype | WebP Filetype The small increase in performance you get coding in C++ over C# is hardly enough to offset the headache of coding in the C++ language. ~BoltBait Link to comment Share on other sites More sharing options...
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