calling this function, seems to give me a bad bitmap.

I'll provide some additional insight:
If I call WinDrawBitmap on the pBmp, I get a perfect image.

If I do the following:
MemHandle resH = NULL;
resH = DmGetResource( 'Tbmp', 501 );
BitmapPtr bitmap = (BitmapPtr)MemHandleLock(resH);

Then call WinDrawBitmap on the bitmap - I get garbage.

Also - is there no other way to load a resource rather than calling the
above function that performs the unecessary process of searching resource
databases for the bitmap rather than use one that I know is correct?

Maybe I'm better off storing this as a data record instead??

Where can I get recordP (pointer to locked data record)? - based on the code
provided below?

thanks for the help / info.

bill


"Caspar Heiden, vd" <[EMAIL PROTECTED]> wrote in message
news:[EMAIL PROTECTED]
At first sight, it looks like the way to go to me....

I'm just wondering if you shouldn't use DmWrite iso MemMove.

Good luck,

Caspar

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Fruber
Malcome
Sent: Thursday, January 29, 2004 4:34 AM
To: Palm Developer Forum
Subject: BitmapPtr and DmAddResource

I have a BitmapPtr, what is the most efficient way to add it to a
resource
db as a 'Tbmp' resource?

I currently do something very ugly:
    UInt32 cbMem = ((UInt32)uiBmpRowBytes * (UInt32)cinfo.image_height);
    MemHandle hBmp = NULL;
    hBmp = DmNewResource( rDbCache, 'Tbmp', 501, cbMem );
    UInt8* bDest = NULL;
    bDest = (UInt8*)MemHandleLock( hBmp );
    MemMove( bDest, pBmp, cbMem );
    MemHandleUnlock( hBmp );
    DmReleaseResource( hBmp );

Please tell me I am doing this wrong and that there is a better way.

thanks - bill



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