Thread: Recording data from StretchBlt to disk

  1. #1
    Math wizard
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    Recording data from StretchBlt to disk

    Disregard my previous thread. It appears that the problem I'm having is completely different. When I use StretchBlt to scale an image down, why is the buffer containing the output always black? How do I read the data? Even though I can see everything fine in my game engine, when I try looking at the data in the buffers right after all the drawing is finished, the only value I see is zero, pointing to a black image. Yet, the image, as I'm seeing it in the game engine is not black, it's vivid and detailed without very little black in sight.

    My question is, how do I read the data contained in buffers, for recording screenshots and the like to disk? Why do I only see 0's for the data in the buffers even though the scene is rich and vibrant in color?

    Code:
    // globals
    unsigned char Buffer[2359296]
    unsigned char DebugTest;
    // other stuff and initialization
    
    ...
    // within a function - draw the bright test image
    AlphaBlend(BufferHandle, 0, 0, 1024, 768, ImageToDraw, 0, 0, 1024,768, BlendMode);
    
    DebugTest = Buffer[262144]; // outputs 0 when it should be 204
    This sample is the rough idea. Why is DebugTest in this case reporting zero when the value should be 204? This explains why fwrite is writing all-black images. Any ideas on what's going on?
    High elevation is the best elevation. The higher, the better the view!
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  2. #2
    and the hat of int overfl Salem's Avatar
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    You want us to guess, based on ONE line of code which does NOT use the buffer you're trying to inspect?

    /closes eyes
    /aummmmmmmmmmmmm
    /opens eyes
    Nope, sorry, don't have a clue.

    I'm guessing you mean this post
    Using StretchBlt to automate repeated scaling
    Last edited by Salem; 03-14-2011 at 01:56 AM.
    If you dance barefoot on the broken glass of undefined behaviour, you've got to expect the occasional cut.
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