Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
BSAVE BMPs, lillo?
#1
How about it?

We can already load them using BLOAD, being able to save them with BSAVE is just a natural step Big Grin
Reply
#2
I think someone should make a libary or something which allows us to do that (don't look at me, i haven't got a clue where to begin, i guess i could TRY to port an old qb bmpsaver, but i doubt i could do that without failing miserably).
url=http://www.sloganizer.net/en/][Image: style4,TheDarkJay.png][/url]
Reply
#3
It's nothing hard..

It would just be nice to have it builtin.. as we already have a BMP loader..
Reply
#4
I agree that it would be nice to have built in. What do you say lillo?

-gunder
gunder
"I have a perfect body, but it's in the trunk and starting to smell."
Reply
#5
2 words


"what next"
Reply
#6
I expected something like that..

Seeing as BMP loading is already implemented, why not have BMP saving?

It's not like we're asking for a fully working 3D engine that'll bloat any exe with about 100MB..
Reply
#7
i think it would be better to have a png or other alpha-channel capable format made bloadable first so people can use the alpha mode easier
ttp://m0n573r.afraid.org/
Quote:quote: "<+whtiger> you... you don't know which way the earth spins?" ... see... stupidity leads to reverence, reverence to shakiness, shakiness to... the dark side
...phear
Reply
#8
PNG requires zlib, thats ~50kb
Reply
#9
So, something like this?
Code:
Syntax: BSAVE "filename.bmp", VARPTR(sprite(0))[, length]
1. saves in BLOAD/BMP format depending on if you omit the length parameter
2. To save as a bitmap, sprite() MUST be a GET/PUT format sprite so that BSAVE can extract the width/height
Reply
#10
I agree with Z!re, I don't think it would be very hard to add BMP saving. If he doesn't want to add it it's not a big deal.

-gunder
gunder
"I have a perfect body, but it's in the trunk and starting to smell."
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)