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I need to create a CImage from a byte array (actually, its an array of unsigned char, but I can cast to whatever form is necessary). The byte array is in the form "RGBRGBRGB...". The new image needs to contain a copy of the image bytes, rather than using the memory of the byte array itself.

I have tried many different ways of achieving this -- including going through various HBITMAP creation functions, trying to use BitBlt -- and nothing so far has worked.

To test whether the function works, it should pass this test:

BYTE* imgBits;
int width;
int height;
int Bpp;   // BYTES per pixel (e.g. 3)
getImage(&imgBits, &width, &height, &Bpp); // get the image bits

// This is the magic function I need!!!
CImage img = createCImage(imgBits, width, height, Bpp);

// Test the image
BYTE* data = img.GetBits();  // data should now have the same data as imgBits

All implementations of createCImage() so far have ended up with data pointing to an empty (zero filled) array.

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1 Answer

CImage supports DIBs quite neatly and has a SetPixel() method so you could presumably do something like this (uncompiled, untested code ahead!):

CImage img;
img.Create(width, height, 24 /* bpp */, 0 /* No alpha channel */);

int nPixel = 0;
for(int row = 0; row < height; row++)
{
    for(int col = 0; col < width; col++)
    {
        BYTE r = imgBits[nPixel++];
        BYTE g = imgBits[nPixel++];
        BYTE b = imgBits[nPixel++];
        img.SetPixel(row, col, RGB(r, g, b));
    }
}

Maybe not the most efficient method but I should think it is the simplest approach.


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