LoadBMP | simple single-header C library | Image Editing library

 by   vallentin C Version: Current License: No License

kandi X-RAY | LoadBMP Summary

kandi X-RAY | LoadBMP Summary

LoadBMP is a C library typically used in Media, Image Editing applications. LoadBMP has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

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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            kandi-support Support

              LoadBMP has a low active ecosystem.
              It has 13 star(s) with 3 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 3 open issues and 1 have been closed. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of LoadBMP is current.

            kandi-Quality Quality

              LoadBMP has 0 bugs and 0 code smells.

            kandi-Security Security

              LoadBMP has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              LoadBMP code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              LoadBMP does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              LoadBMP releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            LoadBMP Key Features

            No Key Features are available at this moment for LoadBMP.

            LoadBMP Examples and Code Snippets

            No Code Snippets are available at this moment for LoadBMP.

            Community Discussions

            QUESTION

            Variable not in scope: x :: Picture (Haskell)
            Asked 2019-Nov-26 at 16:35

            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 16:26

            You don't give a line number, I think it happens here:

            Source https://stackoverflow.com/questions/59055270

            QUESTION

            Include sprites into binary -- Gloss library
            Asked 2019-Mar-06 at 16:38

            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 15:25

            One 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!

            Source https://stackoverflow.com/questions/55026330

            QUESTION

            How to set a texture as background in OpenGL?
            Asked 2019-Jan-08 at 13:20

            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 13:20
            1. If I see it right among other things you are wrongly binding textures

            Source https://stackoverflow.com/questions/54089691

            QUESTION

            How to write data to .bmp file using an external program from unity?
            Asked 2019-Jan-07 at 15:39

            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:

            1. Start recording mouse locations.
            2. Have ExternalProgram.exe generate a bitmap image using the points that unity just recorded.
            3. 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 15:39

            After 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.

            Source https://stackoverflow.com/questions/54057974

            QUESTION

            How do you put textures on square with OpenGL?
            Asked 2018-Nov-17 at 08:54

            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 08:06

            You 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:

            Source https://stackoverflow.com/questions/53347904

            QUESTION

            How to create a gradually faded image via sdl2?
            Asked 2018-Sep-30 at 10:03

            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 10:03

            I suggest using Renderer and Textures instead of Surface (reason). Using Texture, you can set the alpha mode this way:

            Source https://stackoverflow.com/questions/52576400

            QUESTION

            C equivalent of C++'s double colons?
            Asked 2018-Jun-27 at 20:23

            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:

            http://lazyfoo.net/tutorials/SDL/04_key_presses/index.php

            ...

            ANSWER

            Answered 2018-Jun-27 at 17:25

            Nothing 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.

            Source https://stackoverflow.com/questions/51068270

            QUESTION

            OpenGL image not mapping to coordinates
            Asked 2018-Apr-09 at 21:03

            When I am trying to display images on a square, they are not mapping properly to corners. These are the original images and the outputs -

            I had downloaded original images from the net, and then converted them to bmp using online converter to use them in the code.

            here is the code -

            ...

            ANSWER

            Answered 2018-Apr-09 at 21:03

            Your 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:

            Source https://stackoverflow.com/questions/49717689

            QUESTION

            Bitmap file isn't being saved in the right order in memory
            Asked 2017-Dec-15 at 21:35

            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:

              1. the file size size in struct BITMAPFILEHEADER is zero when it should be 54, while the reserved2 should be 0 when it's 54.
              2. the bpp in BITMAPIMAGEHEADER is never right.
              3. the image size in the same struct is never right.
              4. 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 ?


            .

            ...

            ANSWER

            Answered 2017-Dec-15 at 21:28

            In 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)

            Source https://stackoverflow.com/questions/47838281

            QUESTION

            Haskell gloss IO textures
            Asked 2017-Nov-07 at 14:25

            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 14:25

            There's a helper function that gets you almost all of the way there:

            Source https://stackoverflow.com/questions/47159722

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

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