Thanks - I have it working using depth 8. File sizes are the expected 2,073,600.
I believe I had some other system related issues - nfs/overlays - which had inhibited the correct file from being used.
Search found 4 matches
- 2019-07-24T12:35:00-07:00
- Forum: Users
- Topic: Magick++ how to read bitmap 256 color, convert to RGBA
- Replies: 6
- Views: 12505
- 2019-07-23T13:31:29-07:00
- Forum: Users
- Topic: Magick++ how to read bitmap 256 color, convert to RGBA
- Replies: 6
- Views: 12505
Re: Magick++ how to read bitmap 256 color, convert to RGBA
I'll reiterate: 1) Not using command line 2) Problem to be solved is reading in bitmaps, i.e. *.bmp 3) Current code is completely basic - image read in filename.* where * is jpg. png, etc, then write filename.rgba. 4) Code works for jpg. png, tiff, and 24 BPP bitmap files Problem was with bitmap-16 ...
- 2019-07-23T11:10:22-07:00
- Forum: Users
- Topic: Magick++ how to read bitmap 256 color, convert to RGBA
- Replies: 6
- Views: 12505
Re: Magick++ how to read bitmap 256 color, convert to RGBA
output is *.rgba. The 256 bitmap actually looks correct, the 16 is rendered at quarter size - twice - in the upper half of the expected area, the bottom half is some noise pattern. The mono bitmap renders as a thin band across the top of the expected area.
- 2019-07-23T09:48:36-07:00
- Forum: Users
- Topic: Magick++ how to read bitmap 256 color, convert to RGBA
- Replies: 6
- Views: 12505
Magick++ how to read bitmap 256 color, convert to RGBA
Hi all, [ somewhat new to IM ] I need to read in various bitmaps ( 256 color, 16 , mono ) and convert to RGBA programmatically. I have code which works for converting jpeg, png, tiff, and 24 bit per pixel bitmaps; all that code does is pass a filename to image constructor then write out RGBA, but I ...