The idea is to have a single 32 bpp ARGB HBITMAP in memory per image. As I showed before, using the shell API to load the images is a bad idea because it shrinks them to 16 bpp. Is there any other alternative to this? We can try to create a 32 bpp bitmap in memory and then use the IImage object to paint it. After releasing the IImage object, we should get a properly-formatted 32 bpp ARGB bitmap. On my next post I will illustrate this technique that was validated by master guru Alex Feinman.
Bluetooth from Unity
1 day ago