Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Craazer

BMP structure

This topic is 5787 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Im interested to know (better) bitmap files and how they work. Now i know this, every BMP file starts whit information wich can be storet to these two stucts: BITMAPFILEHEADER bitmapfileheader; BITMAPINFOHEADER bitmapinfoheader; And in 8bit (256colors) files there can also be the palette. So how is the image buffer (rest of the file) where the actual bit data is managed? for an example i know that in 24bit one black pixel entry would be: 00 00 00 (i might be wrong). So were can i found more information about how the pixel are stored to BMP files whit difrend (8,16,24,32) color dephts? Any help is apreciated.

Share this post


Link to post
Share on other sites
Advertisement
Guest Anonymous Poster
Or even http://msdn.microsoft.com if you are talking Windows platform.

Share this post


Link to post
Share on other sites

Still i havent quite found the answer what im looking for.

Can some one answer or point tutorial for these things:

converting 16bit BMP file to 24bit

saving 16bit LPDIRECTDRAWSURFACE to BMP file

do i ask too much?

Share this post


Link to post
Share on other sites
I don''t think such a thing as "16 bit BMP files" exists. BMP is either 1 bit, 4 bit, 8 bit or 24 bit as far as I know.

- JQ
Full Speed Games. Period.

Share this post


Link to post
Share on other sites
Whoa. That''s news to me
In any case, I''m not sure what you''d want to save it as 16 bits for anyway... after all, there is no proper standard for 16 bit formats (although with Direct3D there''s a very limited number of possibilities, fortunately)


- JQ
Full Speed Games. Period.

Share this post


Link to post
Share on other sites
quote:
Original post by JonnyQuest
In any case, I''m not sure what you''d want to save it as 16 bits for anyway... after all, there is no proper standard for 16 bit formats (although with Direct3D there''s a very limited number of possibilities, fortunately)
That''s why nobody supports it. But it''s a valid bit depth for a bitmap.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!