In XNA, I can just use RenderTarget2D and specify a portion of a texture I want to render based on a rectangle I can pass in specifying where and how much. For example, if I have an 800x600 texture and wanted to write out a new texture I could pass in new
Rectangle(x-coordinate, y-coordinate, rectwidth, rectheight) and so on.
Is there anything similar in WPF where I can get a portion of an image and store it?
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