Here are answers to some user questions that showed up in the forums/mails and some made up (but maybe useful) questions too :
Package projects are located in
VampyreImagingPackage.D2009.dprojpackage for Delphi 2009 and 2010.
VampyreImagingPackage.D2007.dprojpackage for Delphi 2007 (Codegear RAD Studio).
VampyreImagingPackage.D2006.bdsprojpackage for Delphi 2006 (Borland Developer Studio), should work for Turbo Delphi too.
VampyreImagingPackageD7.dpkwpackage for Delphi 7, should work for Delphi 6 too.
vampyreimagingpackage.lpkpackage for latest Lazarus.
Lazarus is still beta and breaking changes in LCL occur from time to time. Imaging release always compiles with latest official Lazarus release. Fixes are sometimes already in SVN repository but they are commented out until new Lazarus version is released. If you get errors in this unit it can be one of these cases:
This library was needed for JPEG 2000 support but as of Imaging 0.26.2 it is no longer the case (replaced by libc and few Pascal functions).
With all file formats enabled your binary can be about ~900KiB bigger than
without Imaging. If you don't like this you can disable some file formats.
Best candidates are: TIFF ~400KiB!, JPEG 2000 ~150KiB, JPEG ~100KiB,
PNG ~50KiB. Info about how to enable/disable file formats
FPC: There's no large TIFF support and FPC generated exes are bigger than Delphi's anyway so binary size may not bother you so much. But if it does you can disable file formats too.
Displaying images wasn't one of Imaging's design goals: "You can use it to load images, prepare them, and then display them using some other library designed and optimized for this purpose." You can quickly and easily create Direct3D, OpenGL, and SDL textures/surfaces using Imaging and then display them using these APIs. VCL/LCL TGraphic descendant classes were later added to allow easy display of your images on you forms. But it basically just converts image to TBitmap and all drawing is handled by GDI (GTK/Qt/whatever) just like your regular TBitmap. Only 32bit images can be directly displayed on TCanvas (GDI/GTK only) using simple underlying OS/toolkit call in function (but with no fancy stuff like alpha blending etc.).
So Imaging is best used if you prepare your in-memory image with it (load, resample, change format, gamma correction, alpha blend, etc.) and then show it to the user using libraries like OpenGL, Direct3D, SDL, Graphics32 or convert it to TBitmap and use it in regular VCL/LCL way.
Imaging is image library not gaming or any other. It can load, save, and alter raster images.