Chris,

First off, Windows bitmap are stored upside-down:

http://en.wikipedia.org/wiki/BMP_file_format#Pixel_Array_.28bitmap_data.29

The Pixel Array is a block of 32-bit DWORDs, that describes the image pixel by pixel. Normally pixels are stored "upside-down" with respect to normal image raster scan order, starting in the lower left corner, going from left to right, and then row by row from the bottom to the top of the image.[1]

I *think* you can indicate top-down order by setting height to a negative value (in the file header).

Secondly, the color problem - 32-bit per pixel Windows bitmaps use BGRx data format, blue-green-red, then one byte is ignored.

Your input image is ARGB, so red and blue are switched around.

Since you indicated that you'll be processing these images further, you could handle both issues in your server code. Or you could handle them on the phone, changing byte order around isn't going to be as time-consuming as compression.

-- Kostya

06.01.2011 23:53, chris harper ?????:
Kostya (or anyone else)

Ok. In TRYING to write out a  ANDROID Bitmap to a windows .bmp file.
I am very close but there is something that is still off because my image doesn't look right (as in the screen shot below).

Here is how I am writing out to the file:

cache - is the Android Bitmap file which I want to write out to a .bmp file.
It is  set to:  Bitmap.Config.ARGB_8888

//Get the Bitmap height, width, and put the data into a byte array (bytesar)

                            byte[]   bytesar   = null;
                            ByteBuffer  dst   = null;

                            int height = cache.getHeight();
                            int width = cache.getWidth();
                            int bmSize = cache.getRowBytes() * height;

                           dst = ByteBuffer.allocate(bmSize);

                           bytesar = new byte[bmSize];


                            dst.position(0);
                            cache.copyPixelsToBuffer(dst);

                            dst.position(0);
                            dst.get(bytesar);

//I then write out the bytesar byte array AFTER I write out the BMP header.


     The settings in the header are:

     private byte bitmapInfoHeader [] = new byte [40]; - Header size is 40
    private int biSize = BITMAPINFOHEADER_SIZE;
    private int biWidth = width                  //width of Bitmap
    private int biHeight = height               //height of Bitmap
    private int biPlanes = 1;
    private int biBitCount = 32;               //The bite count is 32
    private int biCompression = 0;

     size is computed by:
     int pad = (4 - ((width * 3) % 4)) * height;
     biSizeImage = ((width * height) * 3) + pad;

    private int biSizeImage
    private int biXPelsPerMeter = 0x0;
    private int biYPelsPerMeter = 0x0;
    private int biClrUsed = 0;
    private int biClrImportant = 0;

It's very close because here is what it looks like when I write out the .bmp file.
As you can see it's upside down and the colors are off:
http://i1092.photobucket.com/albums/i409/ch39336688/test-2.jpg

In the same block of code I write out using the Android lib to make sure that my image is good via the code:
FileOutputStream out = new FileOutputStream("test.png");
 cache.compress(Bitmap.
CompressFormat.PNG, 90, out);

And here is how that comes out (which is how I want):
http://i1092.photobucket.com/albums/i409/ch39336688/test.png

Again I don't just want to use compress to write out my images because I have a lot of images and it kills my performance. So I want to stream the images out to a .bmp file is what my overall goal is. Someplace in my .bmp header I have something wrong I think.

Any help on what anyone thinks my issue is would be a great help. Thank you

-Chris
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Kostya Vasilyev -- WiFi Manager + pretty widget -- http://kmansoft.wordpress.com

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