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Newcomers DBPro Corner / Image in memblock - byte location from image width and height

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Daryn Alsup
16
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Joined: 5th Jul 2008
Location: In your head... dun dun DUN!!!!!!!!
Posted: 10th Jan 2012 22:44
How do I determine the byte (rgba) I can edit
For X=0 to Image Width(1)
For Y=0 to Image height(1)
...
Next Y
Next X
in the code above?

I'm no noob lol - but this is most certainly a simple question, I just can't get the math right... though I am close.

They total byte size of the image is equal to its width X height X 4 (a byte for R,G,B,A)+12 for the 3 dword header... for a 128X128 16 bit thats 12+(128*128*4)=65548 bytes... now how do I get the X and Y location from the byte being read in the for-next loops like the ones above?

Jack and Jill went up a hill to fetch a pale of water... but Jill got tired of his s#%& so she shot him.
BatVink
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Location: Gods own County, UK
Posted: 10th Jan 2012 23:21 Edited at: 10th Jan 2012 23:22
(imgX * 4 * (Y)) + ((X+1) * 4) + 12

That should be about right, if 0,0 is your first pixel as you have shown.
Then the bytes are BGRA.

Chris Tate
DBPro Master
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Joined: 29th Aug 2008
Location: London, England
Posted: 10th Jan 2012 23:43
BatVink's expression should do the trick. A little explanation.

It is easy to find the X location; you just multiply it by 4; then add 12.

The tricky bit is the Y location. The expression above offsets the pointer if Y is more than zero. For each row pixels in Y, add the width of the image multiplied by 4.

I'm not sure about the X+1, maybe my head is not thinking right because it is late; but I believe if X & Y are zero, then position 12 should be the first pixel, not 16. ((X+1) * 4)+12 ?



Here's a visual aid and an article about memblock bitmaps.

Neuro Fuzzy
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Joined: 11th Jun 2007
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Posted: 11th Jan 2012 02:26 Edited at: 11th Jan 2012 02:29
ALSO:
For X=0 to Image Width(1)-1
For Y=0 to Image height(1)-1

counting zero, from 0 to imagewidth-1 there are imagewidth pixels.
[edit]
Also, this is how I always do it:
(width*y+x)*4+12

Daryn Alsup
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Joined: 5th Jul 2008
Location: In your head... dun dun DUN!!!!!!!!
Posted: 11th Jan 2012 05:04
Lol on the byte part - i knew that Ive just always used the byte size verses the image width and height

Jack and Jill went up a hill to fetch a pale of water... but Jill got tired of his s#%& so she shot him.
MrValentine
AGK Backer
13
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 11th Jan 2012 06:33
Interesting... but if one was to save an image into a memblock... [warning noob question ahead] can you not just load image from memblock¿

I am still yet to get around to this...

Though I do have HODBP books one and two it is covered in there but want to see if there have been changes since... or improved ways...

Thanks and Hi All¡¡¡

Daryn Alsup
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Location: In your head... dun dun DUN!!!!!!!!
Posted: 11th Jan 2012 10:20
This was the purpose - anyone got a guess as to what I did wrong?


Jack and Jill went up a hill to fetch a pale of water... but Jill got tired of his s#%& so she shot him.
BatVink
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Posted: 11th Jan 2012 12:25
I didn't look at all of your code, but you can speed it up.

Before putting all your dots to the image, lock the backbuffer (LOCK BACKBUFFER ON? I don't remember the exact command). Then unlock it afterwards.

As an alternative, use one of the third party commands for your dots - either Diggsey's advanced 2D or Cloggy's Plugin. They are much more efficient.

Where you are dividing by 2, multiply by 0.5, it's quicker

Daryn Alsup
16
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Joined: 5th Jul 2008
Location: In your head... dun dun DUN!!!!!!!!
Posted: 11th Jan 2012 18:56
Not using any plugins unless I can 'draw a texture' otherwise this code painting colors will be come code painting a texture on an image

Jack and Jill went up a hill to fetch a pale of water... but Jill got tired of his s#%& so she shot him.
BatVink
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Location: Gods own County, UK
Posted: 11th Jan 2012 22:45
The plugins I mentioned simply replace the dot command in your code with a faster dot command.

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