@Ed222
It's possible to stretch and compress bitmap images using
load bitmap and
copy bitmap.
Quote: "when downloading a bitmap how big does it have to be to fit the screen wothout streching?"
To clarify a couple of things, a bitmap in this case is a screen on which a picture or an image can be displayed or drawn on. There are 32 of these. Bitmap 0 is the main screen and the others are hidden for drawing out of view. A picture or image is the file or drawing that is displayed or loaded.
I forget what the maximum size a bitmap can be (something like 11000x11000 has to do with bit depth also) anyway, when loading a picture into a bitmap (specifically using LOAD BITMAP) if the bitmap doesn't exist, that is it hasn't been created using CREATE BITMAP, then whatever bitmap the picture is loaded into will take on the size of that picture. If the bitmap already exists (such as in the case of bitmap 0 - the main display view) the picture will inherit the size of the bitmap screen if the picture's size is greater than the screen size. If it is less, it will just fit into the bitmap screen based on the picture's dimensions.
Quote: "How do you strech an image so it fits the whole screen"
Use COPY BITMAP. Say you used the command LOAD BITMAP "ed222.jpg",1 to load a picture into bitmap 1. You can get the size with BITMAP WIDTH(number) and BITMAP HEIGHT(number). Once you know the size, you can copy the whole screen of bitmap 1 (regardless of the size) to the whole screen of bitmap 0 with something like:
rem create an example drawing
create bitmap 1,100,100
for x=0 to 99
for y=0 to 99
ink RGB(rnd(255),rnd(255),rnd(255)),0
dot x,y
next y
next x
rem show the sample
set current bitmap 0
copy bitmap 1,0
text 0,200,"Original Picture drawn on bitmap 1"
text 0,220,"Press any key to stretch it to the whole schreen"
wait key
rem stretch the sample
wd1=bitmap width(1)
ht1=bitmap height(1)
wd2=bitmap width(0)
ht2=bitmap height(0)
copy bitmap 1,0,0,wd1-2,ht1-2,0,0,0,wd2-1,ht2-1
Enjoy your day.