LBitmap::BumpMap

#include "ltwrappr.h"

virtual L_INT LBitmap::BumpMap(pBumpBitmap, pBumpData, uFlags = 0)

virtual L_INT LBitmap::BumpMap(hBumpBitmap, pBumpData, uFlags = 0)

Adds a three-dimensional texture pattern created by applying the bump image to the destination image.

Parameters

pBITMAPHANDLE hBumpBitmap

Pointer to the bitmap handle referencing the Bump bitmap.

LBitmap * pBumpBitmap

Pointer to the bitmap object referencing the Bump bitmap.

pBUMPDATA pBumpData

Pointer to a BUMPDATA structure that contains information about the bump parameter.

L_UINT32 uFlags

Reserved for future use. Must be 0.

Returns

Value Meaning
SUCCESS The function was successful.
< 1 An error occurred. Refer to Return Codes.

Comments

To update a status bar or detect a user interrupt during execution of this function, refer to LBase::EnableStatusCallback.

This function supports 12 and 16-bit grayscale and 48 and 64-bit color images. Support for 12 and 16-bit grayscale and 48 and 64-bit color images is available only in the Document/Medical toolkits.

This function does not support signed data images. It returns the error code ERROR_SIGNED_DATA_NOT_SUPPORTED if a signed data image is passed to this function.

This function does not support 32-bit grayscale images. It returns the error code ERROR_GRAY32_UNSUPPORTED if a 32-bit grayscale image is passed to this function.

Required DLLs and Libraries

Platforms

Win32, x64.

See Also

Functions

Topics

Example

L_INT LBitmap__BumpMapExample(LAnimationWindow *BitmapWindow)  
 
{ 
   L_INT nRet; 
   BUMPDATA BumpData;  
   LBitmap Bitmap, PaintBitmap;  
 
   nRet =Bitmap.Load(MAKE_IMAGE_PATH(TEXT("ImageProcessingDemo\\Image1.jpg")), 0,ORDER_BGR); 
   if(nRet !=SUCCESS) 
      return nRet; 
    
   BumpData.uStructSize = sizeof(BUMPDATA);  
   BumpData.bTile    = TRUE;  
   BumpData.nAzimuth = 5;  
   BumpData.nBright    = 50;  
   BumpData.nIntensity = 0;  
   BumpData.nXDst = 0;  
   BumpData.nYDst = 0;  
   BumpData.nXOffset = 0;  
   BumpData.nYOffset = 0;  
   BumpData.uDepth = 3;  
   BumpData.uElevation = 0;  
   BumpData.pLut = NULL;  
 
   nRet =BitmapWindow->BumpMap(&Bitmap,&BumpData); 
   if(nRet !=SUCCESS) 
      return nRet; 
 
 
 
   return SUCCESS; 
} 
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