Re: [android-developers] Please help with Bitmap issue. I have screen shots!?!

2011-01-06 Thread Kostya Vasilyev

Chris,

First off, Windows bitmap are stored upside-down:

http://en.wikipedia.org/wiki/BMP_file_format#Pixel_Array_.28bitmap_data.29

The Pixel Array is a block of 32-bit DWORDs, that describes the image 
pixel by pixel. Normally pixels are stored upside-down with respect 
to normal image raster scan order, starting in the lower left corner, 
going from left to right, and then row by row from the bottom to the 
top of the image.[1]


I *think* you can indicate top-down order by setting height to a 
negative value (in the file header).


Secondly, the color problem - 32-bit per pixel Windows bitmaps use BGRx 
data format, blue-green-red, then one byte is ignored.


Your input image is ARGB, so red and blue are switched around.

Since you indicated that you'll be processing these images further, you 
could handle both issues in your server code. Or you could handle them 
on the phone, changing byte order around isn't going to be as 
time-consuming as compression.


-- Kostya

06.01.2011 23:53, chris harper ?:

Kostya (or anyone else)

Ok. In TRYING to write out a  ANDROID Bitmap to a windows .bmp file.
I am very close but there is something that is still off because my 
image doesn't look right (as in the screen shot below).


Here is how I am writing out to the file:

cache - is the Android Bitmap file which I want to write out to a .bmp 
file.

It is  set to:  Bitmap.Config.ARGB_

   //Get the Bitmap height, width, and put the 
data into a byte array (bytesar)


byte[]   bytesar   = null;
ByteBuffer  dst   = null;

int height = cache.getHeight();
int width = cache.getWidth();
int bmSize = cache.getRowBytes() * height;

   dst = ByteBuffer.allocate(bmSize);

   bytesar = new byte[bmSize];


dst.position(0);
cache.copyPixelsToBuffer(dst);

dst.position(0);
dst.get(bytesar);

   //I then write out the bytesar byte array 
AFTER I write out the BMP header.



 The settings in the header are:

 private byte bitmapInfoHeader [] = new byte [40]; - Header size is 40
private int biSize = BITMAPINFOHEADER_SIZE;
private int biWidth = width  //width of Bitmap
private int biHeight = height   //height of Bitmap
private int biPlanes = 1;
private int biBitCount = 32;   //The bite count is 32
private int biCompression = 0;

 size is computed by:
 int pad = (4 - ((width * 3) % 4)) * height;
 biSizeImage = ((width * height) * 3) + pad;

private int biSizeImage
private int biXPelsPerMeter = 0x0;
private int biYPelsPerMeter = 0x0;
private int biClrUsed = 0;
private int biClrImportant = 0;

It's very close because here is what it looks like when I write out 
the .bmp file.

As you can see it's upside down and the colors are off:
http://i1092.photobucket.com/albums/i409/ch39336688/test-2.jpg

In the same block of code I write out using the Android lib to make 
sure that my image is good via the code:

FileOutputStream out = new FileOutputStream(test.png);
 cache.compress(Bitmap.
CompressFormat.PNG, 90, out);

And here is how that comes out (which is how I want):
http://i1092.photobucket.com/albums/i409/ch39336688/test.png

Again I don't just want to use compress to write out my images because 
I have a lot of images and it kills my performance. So I want to 
stream the images out to a .bmp file is what my overall goal is. 
Someplace in my .bmp header I have something wrong I think.


Any help on what anyone thinks my issue is would be a great help. 
Thank you


-Chris
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Re: [android-developers] Please help with Bitmap issue. I have screen shots!?!

2011-01-06 Thread chris harper
Thank you again Kostya

I will research based on what you told me and let you know if I get it to
work.

-Chris

On Thu, Jan 6, 2011 at 2:12 PM, Kostya Vasilyev kmans...@gmail.com wrote:

  Chris,

 First off, Windows bitmap are stored upside-down:

 http://en.wikipedia.org/wiki/BMP_file_format#Pixel_Array_.28bitmap_data.29

 The Pixel Array is a block of 32-bit DWORDs, that describes the image pixel
 by pixel. Normally pixels are stored upside-down with respect to normal
 image raster scan order, starting in the lower left corner, going from left
 to right, and then row by row from the bottom to the top of the image.[1]


 I *think* you can indicate top-down order by setting height to a negative
 value (in the file header).

 Secondly, the color problem - 32-bit per pixel Windows bitmaps use BGRx
 data format, blue-green-red, then one byte is ignored.

 Your input image is ARGB, so red and blue are switched around.

 Since you indicated that you'll be processing these images further, you
 could handle both issues in your server code. Or you could handle them on
 the phone, changing byte order around isn't going to be as time-consuming as
 compression.

 -- Kostya

 06.01.2011 23:53, chris harper пишет:

 Kostya (or anyone else)

 Ok. In TRYING to write out a  ANDROID Bitmap to a windows .bmp file.
 I am very close but there is something that is still off because my image
 doesn't look right (as in the screen shot below).

 Here is how I am writing out to the file:

 cache - is the Android Bitmap file which I want to write out to a .bmp
 file.
 It is  set to:  Bitmap.Config.ARGB_

//Get the Bitmap height, width, and put the data
 into a byte array (bytesar)

 byte[]   bytesar   = null;
 ByteBuffer  dst   = null;

 int height = cache.getHeight();
 int width = cache.getWidth();
 int bmSize = cache.getRowBytes() * height;

dst = ByteBuffer.allocate(bmSize);

bytesar = new byte[bmSize];


 dst.position(0);
  cache.copyPixelsToBuffer(dst);

 dst.position(0);
 dst.get(bytesar);

 //I then write out the bytesar byte array AFTER
 I write out the BMP header.


  The settings in the header are:

  private byte bitmapInfoHeader [] = new byte [40]; - Header size is 40
 private int biSize = BITMAPINFOHEADER_SIZE;
 private int biWidth = width  //width of Bitmap
 private int biHeight = height   //height of Bitmap
 private int biPlanes = 1;
 private int biBitCount = 32;   //The bite count is 32
 private int biCompression = 0;

  size is computed by:
  int pad = (4 - ((width * 3) % 4)) * height;
  biSizeImage = ((width * height) * 3) + pad;

 private int biSizeImage
 private int biXPelsPerMeter = 0x0;
 private int biYPelsPerMeter = 0x0;
 private int biClrUsed = 0;
 private int biClrImportant = 0;

 It's very close because here is what it looks like when I write out the
 .bmp file.
 As you can see it's upside down and the colors are off:
 http://i1092.photobucket.com/albums/i409/ch39336688/test-2.jpg

 In the same block of code I write out using the Android lib to make sure
 that my image is good via the code:
 FileOutputStream out = new FileOutputStream(test.png);
  cache.compress(Bitmap.
 CompressFormat.PNG, 90, out);

 And here is how that comes out (which is how I want):
 http://i1092.photobucket.com/albums/i409/ch39336688/test.png

 Again I don't just want to use compress to write out my images because I
 have a lot of images and it kills my performance. So I want to stream the
 images out to a .bmp file is what my overall goal is. Someplace in my .bmp
 header I have something wrong I think.

 Any help on what anyone thinks my issue is would be a great help. Thank you

 -Chris
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 --
 Kostya Vasilyev -- WiFi Manager + pretty widget -- 
 http://kmansoft.wordpress.com

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