![]() This tutorial is meant for people who want to have a png loader tailored to their own requirements, data structures and/or memory management. It also shows how to use libPNG for getting header and signature information etc. Piko3D uses this functionality, and I hope I can clearify how to use this side of libPNG a bit for you. LibPNG can be a bit tricky to use, even with the convenience functions, but it does offer some powerful, functions that allow you to get a lot of control over how you want your images to be loaded. This tutorial specifically deals with the case of loading PNG files from streams (any iostream or istream like fstream etc) which is interesting when using c++. Hoping to explain a more advanced topic in a simple manner. Even though this tutorial covers some of the lower level sides of loading images with libPNG, it does so step by step. This is what motivated me to do this tutorial. Especially if your coding experience so far is rather limited. Starting out with libPNG can be a bit difficult. Updated for LibPNG 1.5.5 and removed some dead links.Īdded information about “extra information at the end of a file” (thanks Brian Z!)įixed a bug where the buffer would be to small when conversion filters were used (thanks Tom!)Ĭlearified cleaning up on error, and explained reverse row order (thanks for comment!)Īdded a bit of explanation on byte (row) order, like used with OpenGLĬorrected the check in the validate function,and corrected some symbols (Thanks Ethan!) Introduction: Added call to png_read_update_info() (thanks Nicholas!)
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