Thank You....
I have described that as
< RectangleType *onScreenRect; >
Ok, luke puts up the declarations :)
The bmp conversion code -------
BitmapType *bmpP;
WinHandle win;
Err error;
RectangleType *onScreenRect;
UInt16 theIndex = 0;
MemHandle theRecHandle;
MemPtr theRecPtr;
UInt32 theSize;
WinHandle drawHand;
bmpP = BmpCreate(160, 100, 1, NULL, &error);
if (bmpP)
{
win = WinCreateBitmapWindow(bmpP, &error);
if (win)
{
WinSetDrawWindow(win);
drawHand = WinGetDrawWindow () ;
WinCopyRectangle (drawHand, win, onScreenRect,
0, 0, winPaint);
WinSetWindowBounds(win, onScreenRect);
}
}
And the bmp retrieve part..........
Err error;
UInt16 theIndex = 0;
UInt32 theSize ;
MemHandle theRecHandle;
MemPtr theRecPtr;
BitmapType *bmpP;
WinHandle win;
// code for mem allocns....
......... for drawing......
if ( bmpP )
{
WinDrawBitmap(bmpP, 0,0);
FrmAlert(1300);
}
I think this is enof for that....
and what a coincidence......ur 'cube3d' is running on
my emulator right now......
Thanx
Su
--- Aaron Ardiri <[EMAIL PROTECTED]> wrote:
> > WinCopyRectangle (drawHand, win, onScreenRect,
>
> > 0, 0, winPaint);
> > WinSetWindowBounds(win, onScreenRect);
>
> what is "onScreenRect"? you need to pass a
> *pointer* to this
> function.. you have not shown how you have
> declared this
> variable, and chances are, you may just need to do
> this:
>
> &onScreenRect
>
> however, it depends on how you declared the
> rectangle :)
>
> > But the bmp's arent retrieved....... so can
> anybody
> > help me with this....... like where am I missing
> > something....
>
> provide more code luke :) - especially your
> declarations
>
> // az
> [EMAIL PROTECTED]
> http://www.ardiri.com/ <--- free games!
>
>
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