>BmpCreate does work. However, on Palm OS 5, you can't directly >access the >data structures used by the OS. Instead, you should use the SDK and glue >library calls (BmpGlue.h and Bitmap.h) to handle accessing this >data.
So basically the value returned by OS 5 is a handle, not a pointer? I can see that a whole range of data can be retrieved from a bitmap, but how can I get direct write access to pixel oriented data. Is there a LockSurface type construct (like in MS Direct X)? Even a BmpSetBits from a local buffer would do! The API reference says that direct access to bitmaps is only disallowed for bitmaps created by Palm OS - does this mean there is an alternative method of defining a bitmap - e.g. by allocating enough space for the header and the data? If so, would that bitmap draw correctly i I call WinPaintBitmap? > If you're doing game development, especially for Palm OS 5, you might want > to look at using a library like Razor or GapiDraw I'm used to doing my own low level graphics - I think that using somebody elses would lessen the challenge somewhat :) I just need a little help to get started - a code fragment would be ace :) Cheers, Mark -- For information on using the Palm Developer Forums, or to unsubscribe, please see http://www.palmos.com/dev/support/forums/
