You are assuming that the bitmap bits follow the bitmap header. This
assumption is not justified in the case of bitmaps in system windows.
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Tried yesterday, but not successful...
BitmapPtr icon_bmp = WinGetBitmap(icon_win); // from an offscreen
UInt32 bmp_data_size = 0;
UInt32 bmp_head_size = 0;
BmpGetSizes(icon_bmp, &bmp_data_size, &bmp_head_size);
UInt8 bmp_version = BmpGetVersion(icon_bmp);
void *temp_ptr = NULL;
err = FtrPtrNew
On 1/19/07, Horace Ho <[EMAIL PROTECTED]> wrote:
The problem is how can I store a bitmap efficiently? Any chance I can
FtrPtrNew some memory and store what is returned by BmpGetBits?
Or there is a better way?
did you try this? :) already solved it yourself before you hit the send button.
but t
I need to access images (jpeg, gif) fast. So the first thing in mind is
WinCreateOffscreenWindow and store the WinDrawBitmap result after
PalmPhotoOpenImageV2 the image files.
The problem is how can I store a bitmap efficiently? Any chance I can FtrPtrNew
some memory and store what is returned