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Thread: Vampyre Imaging Library 0.26 Released

  1. #21

    Vampyre Imaging Library 0.26 Released

    Quote Originally Posted by Chebmaster
    P.S. I just dabbled a bit. The JpegError callback function is called when you call jpeg_start_decompress from TJpegFileFormat.LoadData, but since that function of yours is a stub, nothing happens.

    P.P.S. Crash occurs only in the Win32 version, in Linux everything works fine.
    Found the bug at last.
    See http://galfar.vevb.net/imaging/smf/i...opic,90.0.html
    Vampyre Imaging Library
    Earth Under Fire (PGD Big Boss 3rd place)
    Domains Of Chaos (PGD Multiplexity 5th place)

  2. #22

    Vampyre Imaging Library 0.26 Released

    Quote Originally Posted by Galfar
    Quote Originally Posted by Chebmaster
    P.S. I just dabbled a bit. The JpegError callback function is called when you call jpeg_start_decompress from TJpegFileFormat.LoadData, but since that function of yours is a stub, nothing happens.

    P.P.S. Crash occurs only in the Win32 version, in Linux everything works fine.
    Found the bug at last.
    See http://galfar.vevb.net/imaging/smf/i...opic,90.0.html
    galfar, this bug is critical or only present in some progressive jpeg's?
    From brazil (:

    Pascal pownz!

  3. #23

    Vampyre Imaging Library 0.26 Released

    Quote Originally Posted by arthurprs
    galfar, this bug is critical or only present in some progressive jpeg's?
    It seems that progressive Jpegs only, didn't gave any problems with normal Jpegs. Fixed Imaging is in SubVersion repository.

    Note that the problem is still present in PasJpeg shipped with FPC and Lazarus.
    Vampyre Imaging Library
    Earth Under Fire (PGD Big Boss 3rd place)
    Domains Of Chaos (PGD Multiplexity 5th place)

  4. #24

    Vampyre Imaging Library 0.26 Released

    (post removed)

  5. #25

    Vampyre Imaging Library 0.26 Released

    Just wondering, can i use vampyre to compress TGAs into DXT3-ed dds? how can i achieve that?
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  6. #26

    Vampyre Imaging Library 0.26 Released

    Quote Originally Posted by Delfi
    Just wondering, can i use vampyre to compress TGAs into DXT3-ed dds? how can i achieve that?
    Yes you can, somplest code would be like this:
    [pascal]var
    Img: TSingleImage;
    begin
    Img := TSingleImage.CreateFromFile('myfile.tga');
    Img.Format := ifDXT3;
    Img.SaveToFile('myfile.dds');
    Img.Free;
    end;[/pascal]

    Any reason you want to use DXT3 instead of DXT5?
    Vampyre Imaging Library
    Earth Under Fire (PGD Big Boss 3rd place)
    Domains Of Chaos (PGD Multiplexity 5th place)

  7. #27

    Vampyre Imaging Library 0.26 Released

    My textures have alpha, and lower quality is not a issue, they must just take as little memory in the GPU as possible.

    EDIT: seems like imaging's opengl extension doesn't support glscene opengl header, i'd like to suggest this would be a useful feature to have.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  8. #28

    Vampyre Imaging Library 0.26 Released

    Good idea about the header, current GLScene uses OpenGL1x.pas unit? (haven't seen GLScene for a while)
    DXT5 textures take up the same amount of memory as DXT3 ones, and the alpha quality is usually higher.
    Vampyre Imaging Library
    Earth Under Fire (PGD Big Boss 3rd place)
    Domains Of Chaos (PGD Multiplexity 5th place)

  9. #29

    Vampyre Imaging Library 0.26 Released

    Quote Originally Posted by Galfar
    Good idea about the header, current GLScene uses OpenGL1x.pas unit? (haven't seen GLScene for a while)
    DXT5 textures take up the same amount of memory as DXT3 ones, and the alpha quality is usually higher.
    Yes it uses OpenGL1x.pas, but it names some constants differently than dgl and normal headers and has no ati compression extension constants, so i had to hack imaging opengl header a bit to get it working, but i have problems with it and i'll probably just convert the graphics to dds cache when ships load and use my own dds loader.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  10. #30

    Vampyre Imaging Library 0.26 Released

    Quote Originally Posted by Galfar
    Good idea about the header, current GLScene uses OpenGL1x.pas unit? (haven't seen GLScene for a while)
    DXT5 textures take up the same amount of memory as DXT3 ones, and the alpha quality is usually higher.
    I didn't know that, how does it improve alpha? by using space from color channels?

    EDIT: galfar, i made a simple netimmerse image loader for imaging:
    http://mathpudding.com/BC/imagingnif.pas

    It is not a complex format, and the loader oversimplifies file structure a bit but so far this loaded every single .nif texture i had at my disposal without problems, the file format is used by star trek bridge commander and perhaps some other games using gamebyto / netimmerse game engine.

    Another thing, what is the most efficient way for me to fill alpha channel with a specific color with imaging? is SetPixel32 the best way? i just need to fill alpha channel of ifA8R8G8B8 with blank alpha (full transparency) like.. SwapChannels but which sets the choosen channel with choosen value
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

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