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- Path: sparky!uunet!dtix!darwin.sura.net!jvnc.net!nuscc!ntuix!ntuvax.ntu.ac.sg!sg6934331
- From: sg6934331@ntuvax.ntu.ac.sg
- Newsgroups: comp.os.ms-windows.programmer.tools
- Subject: Re: Trying to read in 256 color .BMP file
- Message-ID: <1992Sep8.160645.1@ntuvax.ntu.ac.sg>
- Date: 8 Sep 92 08:06:45 GMT
- References: <mills.715656976@dialup.athena.lkg.dec.com>
- Sender: news@ntuix.ntu.ac.sg (USENET News System)
- Distribution: usa
- Organization: Nanyang Technological University - Singapore
- Lines: 21
- Nntp-Posting-Host: v9001.ntu.ac.sg
-
- In article <mills.715656976@dialup.athena.lkg.dec.com>, mills@athena.lkg.dec.com (George Mills) writes:
- > I have application that I've been working on for a while that uses NO
- > palettes. It can read and write 16 color .BMPs fine. Now I'm adding palattes
- > so that the application can handle 256 color .BMPs. I have the display working
- > fine and the "paint" routines etc. I can read the .BMP in, add it's colors
- > to my palette and "directly" send it to the screen with SetDIBitsToDevice.
- > Sending to the screen directly was only a sanity check. I really want to
- > copy it to a particular location within the backing-store bitmap. If I bitblt
- > it into the backing store I only get 16 colors.
- >
- > What is the proper procedure for copying a small DIB into a larger one
- > and keeping the palettes straight. I've tried using
- >
- > BitBlt (only 16 colors, not surprised)
- > SetDIBIts (some thing show up, compressed into a couple scan lines)
- > SetDIBitsToDevice (works directly to screen, nothing shows copying to DIB)
- > StretchDIB (same as above)
- >
- > To add the colors to the palette I loop through .bmicolors[0..n] and add
- > them if not already in the palette.
- The code to read 256 bmp file is provided in Microsoft Windows SDK.
-