// Loads the images to tile (no need to specify PngBitmapDecoder, the correct decoder is automatically selected)
BitmapFrame frame1 = BitmapDecoder.Create(new Uri(path1), BitmapCreateOptions.None, BitmapCacheOption.OnLoad).Frames.First();
BitmapFrame frame2 = BitmapDecoder.Create(new Uri(path2), BitmapCreateOptions.None, BitmapCacheOption.OnLoad).Frames.First();
BitmapFrame frame3 = BitmapDecoder.Create(new Uri(path3), BitmapCreateOptions.None, BitmapCacheOption.OnLoad).Frames.First();
BitmapFrame frame4 = BitmapDecoder.Create(new Uri(path4), BitmapCreateOptions.None, BitmapCacheOption.OnLoad).Frames.First();
// Gets the size of the images (I assume each image has the same size)
int imageWidth = frame1.PixelWidth;
int imageHeight = frame1.PixelHeight;
// Draws the images into a DrawingVisual component
DrawingVisual drawingVisual = new DrawingVisual();
using (DrawingContext drawingContext = drawingVisual.RenderOpen())
{
drawingContext.DrawImage(frame1, new Rect(0, 0, imageWidth, imageHeight));
drawingContext.DrawImage(frame2, new Rect(imageWidth, 0, imageWidth, imageHeight));
drawingContext.DrawImage(frame3, new Rect(0, imageHeight, imageWidth, imageHeight));
drawingContext.DrawImage(frame4, new Rect(imageWidth, imageHeight, imageWidth, imageHeight));
}
// Converts the Visual (DrawingVisual) into a BitmapSource
RenderTargetBitmap bmp = new RenderTargetBitmap(imageWidth * 2, imageHeight * 2, 96, 96, PixelFormats.Pbgra32);
bmp.Render(drawingVisual);
// Creates a PngBitmapEncoder and adds the BitmapSource to the frames of the encoder
PngBitmapEncoder encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(bmp));
// Saves the image into a file using the encoder
using (Stream stream = File.Create(pathTileImage))
encoder.Save(stream);
fonte
2013-02-02 12:38:17
L'unione è un problema separato per il salvataggio. Una volta ottenuta la bitmap unita, è possibile salvarla in qualsiasi formato supportato. – ChrisF