Yes. An extension of this is to paste the sprite onto a bitmap and get that image so you don't have to have the full texture loaded into memory.
This function is from the BlueGUI examples:
This is DBP code, but the principle is still the same
function loadAndScaleImage(fileName as string,width as float,height)
ink rgb(255,255,255),rgb(255,255,255)
box 0,0,width,height
`Check that file is valid
local ext as string
ext=lower$(right$(fileName,4))
if (ext <> ".bmp") and (ext <> ".jpg") and (ext <> "jpeg") and (ext <> ".tga") and (ext <> ".dds") and (ext <> ".dib") and (ext <> ".png")
`Unrecognised / unsupported image type
exitfunction 2
endif
`Delete the image if it already exists
if image exist(1) then delete image 1
`Load the new image, create a sprite from it, scale the sprite to the right size
`then finally grab the new image
load image fileName,1,1
sprite 1,0,0,1
scale sprite 1,(width/imageWidth(1))*100.0
paste sprite 1,0,0
get image 1,0,0,width,height,1
cls
endfunction 1
Basic GDK code
//Load the new image, create a sprite from it, scale the sprite to the right size
//then finally grab the new image
dbLoadImage(fileName,1,1);
dbSprite(1,0,0,1);
dbSizeSprite(1,width,height);
dbPasteSprite(1,0,0);
dbGetImage(1,0,0,width,height,1)
dbDeleteSprite(1);
In this case, it uses bitmap 0 (the default bitmap) however you could easily create a new bitmap and then paste the sprite to that and grab its image if you needed to.