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Converting PNG to BMP produces the plain uncompressed bitmap that some software and hardware insist on. The pixels survive exactly — except the transparent ones, which are filled with a colour you choose, permanently. It runs on your own machine.
Up to 100 files at once. Mixed formats are fine.
They convert one after another and download together as a ZIP.
PNG to BMP
PNG 139 KB → BMP 450 KB 3.2× larger
PNG 7 KB → BMP 450 KB 64.6× larger
PNG 3 KB → BMP 450 KB 176.7× larger
This is the difference between converting a PNG and converting a photograph, and it is the one decision the conversion actually asks of you. A PNG carries an alpha channel with 256 levels; BMP has no usable transparency at all. So every see-through pixel has to become an opaque one, and something has to say which colour.
That choice is permanent. There is no way to recover the transparency from the BMP afterwards — the information is not hidden, it is replaced. Which makes it worth thirty seconds of thought rather than accepting a default and finding out later.
White for anything going into a document, a printed page or a light interface. Black for a dark display or a dark application. And for an embedded screen or a piece of equipment, the exact colour of the panel behind the artwork, which is usually specified somewhere in the documentation you were given.
Getting it wrong is visible rather than subtle: a logo filled with white and placed on a dark panel appears inside a white rectangle. That is not a fault in the conversion — it is the transparency that used to hide the rectangle no longer existing.
Anti-aliasing works by making the pixels along a curve or a diagonal partly transparent, which is how a rounded corner looks smooth instead of jagged. Those pixels are not fully transparent, so they are blended with the background colour rather than replaced by it.
Blended against the intended colour, the edge stays smooth and nobody notices. Blended against a different one, the artwork carries a faint halo of the wrong colour all the way around — the classic sign that a logo was flattened onto white and then placed on something else. It is another reason the fill colour has to match the destination rather than merely being neutral.
PNG is lossless and BMP is uncompressed, so every opaque pixel is carried across exactly. No detail is given up, no edges are softened, and the image in the BMP is the image that was in the PNG.
That makes this a rare conversion where the only loss is the one described above. It also means there is nothing to gain: the picture cannot be improved by the change, and any expectation in that direction is worth setting aside before starting.
PNG compresses losslessly, and it is very good at exactly the material people convert here — flat colour, hard edges, large areas of the same value. BMP stores every pixel as plain bytes with no compression at all.
So the gap is widest precisely for logos and interface graphics. A flat 1000 by 1000 icon might be 40 kilobytes as a PNG and around 3 megabytes as a BMP, and the difference has nothing to do with quality. The size depends only on the dimensions, which is why reducing the maximum width is the only lever that changes it.
Software and hardware that read pixels directly rather than implementing a decoder: embedded displays, industrial and laboratory applications, point-of-sale equipment, older Windows programs, and occasionally a course assignment that specifies the format for exactly that reason.
For every other purpose, keep the PNG. It is smaller, it keeps its transparency, it opens everywhere, and it is the file you would want back if the destination ever changes. Convert at the boundary and treat the BMP as something you hand to a machine rather than something you store.
Drop a whole folder: each file converts in turn on your own machine, keeps its name with the extension swapped, and the batch comes back as one ZIP. There is no upload, no queue and no daily allowance.
The constraint worth planning for is size. Uncompressed outputs add up quickly, and a folder of interface graphics can produce hundreds of megabytes that all have to fit in the browser’s memory while the archive is assembled. For a large set, converting in smaller groups is the practical approach.
| PNG | BMP | |
|---|---|---|
| Full name | Portable Network Graphics | Windows Bitmap |
| File extension | .png | .bmp, .dib |
| Media type | image/png | image/bmp |
| Compression | Lossless — nothing is discarded | Uncompressed |
| First published | 1996 | 1987 |
| Published by | PNG Development Group | Microsoft |
| Specification | ISO/IEC 15948 | — |
| Licensing | Open standard | Published, not standardised |
| Standing today | Current | Legacy, still read everywhere |
| Bit depth | 16 | 8 |
| Colour it can describe | RGB, greyscale, indexed palette | RGB, indexed palette |
| Largest image | 2,147,483,647 px per side | — |
| Opens in a browser | Every browser | Every browser |
| Considered instead | WebP, SVG, JXL | TIFF |
BMP has no alpha channel. A transparent PNG comes out with those areas filled in — white unless something else is set — and no setting in BMP brings the transparency back.
PNG carries up to 16 bits per channel and BMP stores 8. The extra precision is what survives heavy correction without banding, so the conversion is best made after the editing rather than before it.
GIMP reads both PNG and BMP, so there is a way to check the result against the original without a second tool.
BMP stores the samples raw, so the file grows substantially without gaining anything. It is the right direction only when a program on the far side refuses PNG, which is the usual reason for doing it.
The two are aimed at different work: PNG at screenshots, line art and logos and the web, BMP at moving data between programs. That is worth weighing before converting, because the reason one exists is usually the reason the other is awkward.
PNG is PNG Development Group's format, published in 1996. It records 16 bits per channel.
BMP comes from Microsoft and dates from 1987. Microsoft Paint, GIMP and IrfanView all read it.
No. This conversion runs entirely inside your browser, so the file never leaves your device. You can confirm it yourself: open the network tab of your browser's developer tools and convert something. You will see the page load, plus the analytics and advertising the site is paid for with — and nothing carrying your file. The engine behind this particular pair is jSquash, WebAssembly builds of the reference image codecs; your browser fetches it once and caches it.
It is filled with a solid colour, because BMP has no usable transparency. The fill is chosen before the conversion and cannot be undone afterwards — the transparency is gone from the output, not hidden.
The colour the image will actually sit on. White for a document or a white interface, black for a dark display, and the exact panel colour for an embedded screen. Guessing produces a visible rectangle around the artwork later.
No. PNG is lossless and BMP is uncompressed, so every pixel survives exactly — apart from the transparent ones, which are replaced by the background colour. The file becomes much larger and the visible image is unchanged.
PNG compresses losslessly and BMP does not compress at all. A flat graphic that is 40 kilobytes as a PNG can be several megabytes as a BMP, because the size depends only on the pixel dimensions and not on what the picture contains.
They can. Anti-aliased edges are partly transparent, so they are blended with the background colour you chose. Against the intended colour they look perfect; against a different one they leave a faint fringe, which is the classic sign that the wrong fill was picked.
No. The conversion runs inside your own browser, so nothing is sent anywhere — which also means a multi-megabyte output appears immediately rather than having to be fetched back from a server.
The claims this page makes about PNG and BMP are checkable, and these are the documents that settle them.