TextRenderer.DrawText in Bitmap vs OnPaintBackground

The answer is not to use TextRenderer. TextRenderer is a wrapper for the GDI (not GDI+) implementation of text rendering, which has lots of features, but doesn't interoperate well with in-memory DCs as you have discovered.

Use Graphics.DrawString & Graphics.MeasureString, but remember to pass it StringFormat.GenericTypographic to get accurate size and positioning.

The reason TextRenderer was introduced initially was that GDI+ didn't support all the complex scripts that GDI's Uniscribe engine did. Over time however GDI+ support for complex scripts has been expanded, and these days there aren't any good reasons left to use TextRenderer (it's not even the faster of the two anymore, in fact quite the opposite it appears).

Really, though, unless you are running into serious, measurable performance issues just use Graphics.DrawString.


I believe the problem is that the clear type text rendering doesn't work if the background is transparent. A few possible solutions.

Option 1. Fill the background of your bitmap with a color.

If you do this (as Tim Robinson did above in his code example by using g.Clear(Color.Red)) clear type will do the right thing. But your bitmap won't be completely transparent which might not be acceptable. If you use Graphics.MeasureText, you can fill just the rectangle around your text, if you like.

Option 2. Set TextRenderingHint = TextRenderingHintAntiAliasGridFit

This appears to turn off clear type. The text will be rendered at a lower quality than clear type on a background, but much better than the mess clear type on no background creates.

Option 3. Fill the text rectangle with white, draw the text and then find all the non-text pixels and put them back to transparent.

using (Bitmap bmp = new Bitmap(someWidth, someHeight))
{
    using (Graphics g = Graphics.FromImage(bmp))
    {
        // figure out where our text will go
        Point textPoint = new Point(someX, someY);
        Size textSize = g.MeasureString(someText, someFont).ToSize();
        Rectangle textRect = new Rectangle(textPoint, textSize);

        // fill that rect with white
        g.FillRectangle(Brushes.White, textRect);

        // draw the text
        g.DrawString(someText, someFont, Brushes.Black, textPoint);

        // set any pure white pixels back to transparent
        for (int x = textRect.Left; x <= textRect.Left + textRect.Width; x++)
        {
            for (int y = textRect.Top; y <= textRect.Top + textRect.Height; y++)
            {
                Color c = bmp.GetPixel(x, y);
                if (c.A == 255 && c.R == 255 && c.G == 255 && c.B == 255)
                {
                    bmp.SetPixel(x, y, Color.Transparent);
                }
            }
        }
    }
}

I know, it's a horrible hack, but it appears to work.


The answer is to use a BuffersGraphicsContext. This is the same system that .NET uses internally when you set the ControlStyles.OptimizedDoubleBuffer style on a control.

See http://msdn.microsoft.com/en-us/library/b367a457.aspx for more information about double buffering in .NET.