On Jul 10, 2006, at 7:08 PM, Charles Yeomans wrote:

Sure. See http://developer.apple.com/. A CGrafPtr is a pointer to a CGrafPort struct. In it you'll find the portPixMap field, which is a PixMapHandle. That's a handle to a PixMap struct, which appears to contain a pointer to the raw bytes. Have fun.

Will I found the QuickDraw_Ref.pdf which seems to have most of the answers that I was looking for. The other information on the Apple Developer site referred to CGrafPtr quite a bit but it was quite difficult to find the definition of the structure.

So now I am looking at the PixMap structure, but the PDF highlights this section:

PixMap.baseAddr:

"For an onscreen pixel image, a pointer to the first byte of the image. For optimal performance, this should be a multiple of 4. The pixel image that appears on a screen is normally stored on a graphics card rather than in main memory. Note that the baseAddr field of the PixMap structure for an offscreen graphics world contains a handle instead of a pointer. You must use the GetPixBaseAddr function to obtain a pointer to the PixMap structure for an offscreen graphics world. ****Your application should never directly access the baseAddr field of the PixMap structure for an offscreen graphics world.****"

Then the PixMap defines the separation between rows, pixel format, compression, color format, color tables (if required), and so on and so forth.

It is a lot more work than I thought it would be just to gain direct access to the individual pixels in the image... I think that I will stick to the RB-only solution for right now.
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