Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Galfar

Pages: 1 2 [3] 4 5 6 ... 24
31
Bugs And Other Insects / Re: Can't load jpeg image
« on: 13 September 2012, 14:37:49 »
Thanks for info.

BTW, are you creating GUI or console app in Lazarus? For GUI app Imaging should
automatically use JpegLib from FPC instead of imjdhuff.pas etc.

32
Help & Questions / Re: multi channels
« on: 25 June 2012, 02:08:33 »
Sorry, PSD layers are not supported as of now.
What layer information apart from raw pixels would you like to save?

33
I have fixed one bug in APNG loading code.
Do you still have problems with saving APNGs?

34
Help & Questions / Re: Excellent work
« on: 24 June 2012, 22:36:07 »
Glad to hear that  :)
Unfortunately, there is just one developer with limited time  :(

35
jsj,
seems like the problem is not in GCC, or at least not in CPU architecture.

I did some experiments and the static lib (libtiff.a) produced by GCC is different
when you use "-arch i386" than with no flags. 64bit one is roughly 2x bigger in size
than 32bit one.

Also FPC gives this message:
ld: warning: ignoring file ./libtiff64.a, file was built for archive which is not the architecture being linked (i386)
when trying to link to x86_64 library.
This message is not displayed when linking library generated with "-arch i386".

Anyway, for both libraries linking always ends with:
Undefined symbols for architecture i386:
  "_TiffGetVersion", referenced from:

Maybe symbols are not properly exported or something :(

36
Help & Questions / Re: FireMonkey Demo
« on: 1 June 2012, 12:08:42 »
Quote
Does this mean, in your opinion, that Threads cannot be used reliably in FireMonkey Applications?  Makes it not exactly ready for prime-time!
Certainly seems like it. 

Quote
Yes, they were in those two latter libraries.  I assume I can safely ignore the warnings?
Yes you can safely ignore these warnings.

37
Help & Questions / Re: FireMonkey Demo
« on: 24 May 2012, 14:39:45 »
It happens sometimes, the problem is with TThread.Synchronize (TThread.Queue doesn't work at all) in FireMonkey app - the form is
not notified that the background thread finished loading the image.

Where exactly do you mean? In Imaging core AnsiString and AnsiChar are for a reason (loading from files etc.) but warnings shoudl not be generated by Delphi. There are some warnings in JpegLib and LibTiff libraries though.


38
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 :)

39
PS: I can't register at this forum - get error
Please try again now.

40
Help & Questions / Re: JPEG watermark
« on: 15 May 2012, 12:26:58 »

41
Could you please check if TIFFs with JPEG compression are working with TiffLib compiled for MacOS?

42
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.

43
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).

44
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.

45
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.


Pages: 1 2 [3] 4 5 6 ... 24