LoadBMP | simple single-header C library | Image Editing library
kandi X-RAY | LoadBMP Summary
kandi X-RAY | LoadBMP Summary
LoadBMP is a single-header C library for loading and saving BMP image files. LoadBMP has no no dependencies besides the standard C libraries stdlib.h, string.h and stdio.h.
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Trending Discussions on LoadBMP
QUESTION
So i'm in the beginning of creating a menu for a game for haskell.
Problem is it does not recognize my BMP files as it gives me this error:
Variable not in scope: option :: Picture
...ANSWER
Answered 2019-Nov-26 at 16:26You don't give a line number, I think it happens here:
QUESTION
I am trying to make a flappy bird game in Haskell and I'd like to know if there's a way to "compile" the .bmp files into the binary? So I can only share the executable and don't need a folder with the sprites.
I am using gloss-1.13.0.1
and loading the bmp as
ANSWER
Answered 2019-Mar-06 at 15:25One approach is to use Data Files with cabal.
The idea is that you add all data files (text, images, sprites, other binaries) you want to bundle with your application and access at runtime under the Data-Files
header in your .cabal file.
This will cause cabal to generate a Paths module for you, which you can access in whatever module needs it.
More info can be found here!
QUESTION
I want to make a program that shows the earth with a space texture as the background.
The earth is a 3D Uniform with a earth texture (.bmp).
The space with the stars is a texture (.bmp).
I have summarized what I have to do:
- Create a new Model Matrix
- Position it at the same place where the camera is
- Disable depth test before drawing
- Reverse culling
This is the Load function:
...ANSWER
Answered 2019-Jan-08 at 13:20If I see it right among other things you are wrongly binding textures
QUESTION
I'm adding a feature to a project that will allow users to see a heat map representation of their mouse movements on the screen in real time. My goal is to make this API as dynamic as possible.
By dynamic, I mean I would like users to be able to use this API to generate the heat map in real time and then plug that heat map into their third party graphics software to view that heat map. (i.e Unity, React, Mobile, etc.. )
For testing purposes the third party graphics software that I am using is Unity. I have created a .cs unity script that does the following per frame:
- Start recording mouse locations.
- Have ExternalProgram.exe generate a bitmap image using the points that unity just recorded.
- Then have Unity display the updated .bmp image on the screen.
Right now the problem that I am having is that the .bmp file is not being created when I use ProcessStartInfo in my unity script to run the .exe that is in charge of creating the .bmp image.
I've been debugging this code for the past week trying to figure out what is wrong with it. I know for a fact that Unity is successfully recording the mouse's location and passing those values to the .exe after calling ProcessStartInfo.
But for some reason it doesn't actually create the .bmp file. This is weird because if I independently run the ExternalProject in Visual Studio then it works just fine and it creates the .bmp file and shows the correct heat map representation on the image.
I figured that maybe starting a program and passing it tons of data and having that program create a file would be a lot of work for unity to do every single frame. (I am open to suggestions on ways to get around having to do that) So I decided to just have the script record points for the first 15 seconds and then try to write that data to the .bmp file but that didn't work either.
Main program file for ExternalProject.exe
...ANSWER
Answered 2019-Jan-07 at 15:39After doing a little more browsing on here for similar problems that other people have had I found this post pictureBox.Image.Save() in c# doesn't work. It answered my question regarding why my .bmp wasn't being generated.
It turns out that my program was working correctly after all. It was correctly generating the .bmp file. However, when I called ProcessStartInfo from within unity to run the ExternalProgram.exe that called Bitmap.save("filename.bmp") the working directory changed. Therefore, the image was not being saved in the location that I was expecting to find it in.
QUESTION
I tried to apply textures to squares with the following code, but they didn't apply. Is there a problem with the code above? "dd" is printed on the console window. I think it is read the bmp file. but I only see white square like the following pictures.
Bitmap files are located in the project folder.
LoadBMP()
is a function that opens the bmp file.
LoadGLTextures()
is a function to load textures.
ps. I am not good at English. I'm sorry.
...ANSWER
Answered 2018-Nov-17 at 08:06You missed to bind glBindTexture
the texture object, before setting the texture parameters and specifying the texture.
Note, glTexParameter
and glTexImage2D
apply to the currently bound texture:
QUESTION
System : MacOS, ghc with sdl2 installed.
As stated in the title, how can I create a gradually faded image via sdl2? (Note that the figure is given by a .bmp file located somewhere in the PC.)
I have already written the code below. myFaded
is actually the function I need. However, currently haskell will complain that there is no setSurfaceAlphamod
.
ANSWER
Answered 2018-Sep-30 at 10:03I suggest using Renderer
and Texture
s instead of Surface
(reason). Using Texture
, you can set the alpha mode this way:
QUESTION
I'm studying C and know nothing about C++. LazyFoo's SDL2 tutorial that uses C++ does a thing with double colons that I don't understand and thus cannot follow in C.
If it helps, here's the link to the tutorial:
...ANSWER
Answered 2018-Jun-27 at 17:25Nothing to do with the ::
here. The std::string
as a whole simply refers to a string, which might be expressed in C as a const char *
(or char *
maybe, for I guess C programmers do not care about the constness of variables). path.c_str()
just means to get a const char *
from the std::string
variable path
, so you can safely ignore it.
QUESTION
ANSWER
Answered 2018-Apr-09 at 21:03Your code uses a static header size, thus it looks like it could be a problem due to the differences in the BMP header changes due to OS changes by Microsoft.
If you are using Linux, try using the file
command, to find out which type of BMP you are using:
Your code looks like it works well for Window 3.x format, and you should try converting into that format and check again. You can use ffmpeg
for that purpose:
QUESTION
I have a bitmap image with 24 bpp, 12x12 pixles. when I try to load it to a strust that was built by this page of Simplified Windows BMP Bitmap File Format Specification I get 2 errors:
- the file size size in struct
BITMAPFILEHEADER
is zero when it should be 54, while the reserved2 should be 0 when it's 54. - the bpp in
BITMAPIMAGEHEADER
is never right. - the image size in the same struct is never right.
- the file pointer
fileptr
jumps to a random location which reads trash and not the actual data of the bitmap from memory unless I move it back to the head of the file and manually move it again 14 bytes again. my question is: how do I fix this ? is there a way to fix this ?
- the file size size in struct
.
ANSWER
Answered 2017-Dec-15 at 21:28In Windows you should add #include
and use BITMAPFILEHEADER
and BITMAPINFOHEADER
which are defined wingdi.h
If you define your own BITMAPFILEHEADER
then sizeof(BITMAPFILEHEADER)
operator is not garanteed to return 14 as expected, because structure can be padded to member alignment.
If you are not compiling on Windows or Windows header files are not available then use compiler specific keywords to turn off structure alignments. See Byte Count for a Struct not representing correct amount.
Alternatively, read 54 bytes as follows (again, that's assuming you are not on a big-endian machine)
QUESTION
I am making a game, for which i use textures. These textures are loaded in in Gloss from BMP files and give a IO Picture.
Now i have a list of IO Pictures, which i want to render. The render takes a picture, and you can compose multiple pictures into one, with pictures
Now
...ANSWER
Answered 2017-Nov-07 at 14:25There's a helper function that gets you almost all of the way there:
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