I'm trying to create a tool/asset converter that rasterises a font to a texture page for an XNA game using the FreeType2 engine.
Below, the first image is the direct output from the FreeType2]1 engine. The second image is the result after attempting to convert it to a System::Drawing::Bitmap.
target http://www.freeimagehosting.net/uploads/fb102ee6da.jpg currentresult http://www.freeimagehosting.net/uploads/9ea77fa307.jpg
Any hints/tips/ideas on what is going on here would be greatly appreciated. Links to articles explaining byte layout and pixel formats would also be helpful.
  FT_Bitmap *bitmap = &face->glyph->bitmap;
  int width = (face->bitmap->metrics.width / 64);
  int height = (face->bitmap->metrics.height / 64);
  // must be aligned on a 32 bit boundary or 4 bytes
  int depth = 8;
  int stride = ((width * depth + 31) & ~31) >> 3;
  int bytes = (int)(stride * height);
  // as *.bmp
  array<Byte>^ values = gcnew array<Byte>(bytes);  
  Marshal::Copy((IntPtr)glyph->buffer, values, 0, bytes);
  Bitmap^ systemBitmap = gcnew Bitmap(width, height, PixelFormat::Format24bppRgb);
  // create bitmap data, lock pixels to be written.
  BitmapData^ bitmapData = systemBitmap->LockBits(Rectangle(0, 0, width, height), ImageLockMode::WriteOnly, bitmap->PixelFormat);
  Marshal::Copy(values, 0, bitmapData->Scan0, bytes);
  systemBitmap->UnlockBits(bitmapData);
  systemBitmap->Save("Test.bmp");
Update. Changed PixelFormat to 8bppIndexed. 
  FT_Bitmap *bitmap = &face->glyph->bitmap; 
  // stride must be aligned on a 32 bit boundary or 4 bytes
  int depth = 8;
  int stride = ((width * depth + 31) & ~31) >> 3;
  int bytes = (int)(stride * height);
  target = gcnew Bitmap(width, height, PixelFormat::Format8bppIndexed);
  // create bitmap data, lock pixels to be written.
  BitmapData^ bitmapData = target->LockBits(Rectangle(0, 0, width, height), ImageLockMode::WriteOnly, target->PixelFormat);  
  array<Byte>^ values = gcnew array<Byte>(bytes);  
  Marshal::Copy((IntPtr)bitmap->buffer, values, 0, bytes);
  Marshal::Copy(values, 0, bitmapData->Scan0, bytes);
  target->UnlockBits(bitmapData);
                Ah ha. Worked it out.
FT_Bitmap is an 8bit image, so the correct PixelFormat was 8bppIndexed, which resulted this output.
Not aligned to 32byte boundary http://www.freeimagehosting.net/uploads/dd90fa2252.jpg
System::Drawing::Bitmap needs to be aligned on a 32 bit boundary.
I was calculating the stride but was not padding it when writing the bitmap. Copied the FT_Bitmap buffer to a byte[] and then wrote that to a MemoryStream, adding the necessary padding. 
  int stride = ((width * pixelDepth + 31) & ~31) >> 3;
  int padding = stride - (((width * pixelDepth) + 7) / 8);
  array<Byte>^ pad = gcnew array<Byte>(padding);
  array<Byte>^ buffer = gcnew array<Byte>(size);  
  Marshal::Copy((IntPtr)source->buffer, buffer, 0, size);
  MemoryStream^ ms = gcnew MemoryStream();
  for (int i = 0; i < height; ++i)
  {
    ms->Write(buffer, i * width, width);
    ms->Write(pad, 0, padding);    
  }
Pinned the memory so the GC would leave it alone.
  // pin memory and create bitmap
  GCHandle handle = GCHandle::Alloc(ms->ToArray(), GCHandleType::Pinned);
  target = gcnew Bitmap(width, height, stride, PixelFormat::Format8bppIndexed, handle.AddrOfPinnedObject());   
  ms->Close();
As there is no Format8bppIndexed Grey the image was still not correct. 
alt text http://www.freeimagehosting.net/uploads/8a883b7dce.png
Then changed the bitmap palette to grey scale 256.
  // 256-level greyscale palette
  ColorPalette^ palette = target->Palette;
  for (int i = 0; i < palette->Entries->Length; ++i)
    palette->Entries[i] = Color::FromArgb(i,i,i);
  target->Palette = palette;
alt text http://www.freeimagehosting.net/uploads/59a745269e.jpg
Final solution.
  error = FT_Load_Char(face, ch, FT_LOAD_RENDER);
  if (error)
    throw gcnew InvalidOperationException("Failed to load and render character");
  FT_Bitmap *source = &face->glyph->bitmap; 
  int width = (face->glyph->metrics.width / 64);
  int height = (face->glyph->metrics.height / 64);
  int pixelDepth = 8;   
  int size = width * height;
  // stride must be aligned on a 32 bit boundary or 4 bytes
  // padding is the number of bytes to add to make each row a 32bit aligned row
  int stride = ((width * pixelDepth + 31) & ~31) >> 3;
  int padding = stride - (((width * pixelDepth) + 7) / 8);
  array<Byte>^ pad = gcnew array<Byte>(padding);
  array<Byte>^ buffer = gcnew array<Byte>(size);  
  Marshal::Copy((IntPtr)source->buffer, buffer, 0, size);
  MemoryStream^ ms = gcnew MemoryStream();
  for (int i = 0; i < height; ++i)
  {
    ms->Write(buffer, i * width, width);
    ms->Write(pad, 0, padding);    
  }
  // pin memory and create bitmap
  GCHandle handle = GCHandle::Alloc(ms->ToArray(), GCHandleType::Pinned);
  target = gcnew Bitmap(width, height, stride, PixelFormat::Format8bppIndexed, handle.AddrOfPinnedObject());   
  ms->Close();
  // 256-level greyscale palette
  ColorPalette^ palette = target->Palette;
  for (int i = 0; i < palette->Entries->Length; ++i)
    palette->Entries[i] = Color::FromArgb(i,i,i);
  target->Palette = palette;
  FT_Done_FreeType(library);
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