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Messages - Galfar

Pages: 1 2 [3] 4 5 6 ... 24
31
Help & Questions / Re: Size of ImagingCanvas?
« on: 24 May 2012, 14:06:56 »
Hi,

@canvas size:
the canvas always spans the entire underlying image so the size of canvas is the same.
You can restrict canvas operations to clip rect area (by default clip rect is the whole canvas/image
so you could get canvas width and height by Canvas.ClipRect.Right and Canvas.ClipRect.Bottom).

@fading effect:
you mean like gradient fade? If yes then merging the images would probably be faster than painting the gradient
itself. You would have background image and alpha blend a prepared image with some fading effect onto it.

@blend vs alpha:
DrawBlend is general function with custom blending parameters for source and destination pixels.
DrawAlpha and DrawAdd are just DrawBlend with specific parameters set to get the desired effect.
You can experiment with blendign parameters and see what you'll get :)

32
PS: I can't register at this forum - get error
Please try again now.

33
Help & Questions / Re: JPEG watermark
« on: 15 May 2012, 12:26:58 »

34
Could you please check if TIFFs with JPEG compression are working with TiffLib compiled for MacOS?

35
Help & Questions / Re: GIF Animated (ExtraGIF)
« on: 15 May 2012, 12:21:19 »
Hi,

check out the attached TImage2.zip.
I had to make some fixes to ExtraGIF for it to work in D2009 and newer.

The problem with ExtraGIF is that it's 3rd party contribution based
on Imaging 0.26.1 so the old copy of some Imaging files was needed
(included in TImage2.zip).

PS: ImagingGIFLoadAnimated was added later than ExtraGIF and is not needed for it.

36
Help & Questions / Re: Upgrading from 0.22 to 0.26.4
« on: 17 March 2012, 17:12:42 »
dglOpenGL is still being updated so new OpenGL features are in (e.g. OpenGL 3/4),
I'm not sure if "GL, GLext" headers are. 
It doesn't matter if your game targets older hardware (where new OpenGL features are not supported
by HW anyway).

37
Help & Questions / Re: Upgrading from 0.22 to 0.26.4
« on: 15 March 2012, 20:35:11 »
You can configure ImagingOpenGL to use "Gl, Glu" instead of "dglOpenGL headers if that's what you are using in Mundo.

38
News & Announcements / Re: Next update info: 0.78
« on: 8 March 2012, 02:26:19 »
New release 0.78 just needs two more bug fixes to be finished and it will be ready
for final testing. There's also quite a lot of documentation to be updated.


39
Help & Questions / Re: Upgrading from 0.22 to 0.26.4
« on: 29 February 2012, 02:54:20 »
Hi Rodrigo,
could you provide some details about compiler and OS you use for Mundo?
Maybe there could be some problem with code in "initialization" section in Imaging in your OS+compiler combination.

40
News & Announcements / Re: Next update info: 0.80
« on: 31 December 2011, 02:04:28 »
Hi, that's what I'm planning now. Stay tuned just a little bit longer please :)

41
Thanks for the report, fixed.

42
Bug was found and fixed. GTK2 uses different RB order than Win/Qt/Carbon widget sets and it
wasn't checked when converting from LCL bitmap back to Imaging. I'll update repository tomorrow.

Basically, LCL/VCL stuff was added to get ability to simply display Imaging's internal image formats
in GUI apps. If you just want to load/rotate/scale/save there's no need to use LCL stuff.

Btw, ifA32R32G32B32F seems like an overkill (128bits per pixel) that the file formats you use
for saving just convert back to 24/32bit.

43
Look's like it is GTK2 interface or LCL RawImage related issue when converting
from LCL bitmap back to Imaging's image.
Just installed x64 Linux and started debugging...

Btw: Are you using classes from ImagingComponents unit just for saving?

44
Help & Questions / Re: TIFF
« on: 12 December 2011, 00:19:55 »
TIFF tags writer was update long ago,
but it probably won't work in MS Doc Imaging
anyway due to the bug in MS Doc described previously.

45
Thanks for the contribution, will be included for the next release :)

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