actually, we built one for such that purpose, it does not encode (for space
reasons).

Our library adds about 28k to the size of the application (to compile).

But I really don't want to let it out unless there are some others out there
that are really going to try to make it better and share the knowledge.
(since we spent 20hours dev time to make this happen)

Plus documentation is not the best - but there's only two functions that
need to be called:

Err tcJpegDecompressToWindow(UInt8 *pBuf, UInt32 uiBufSize, Coord x, Coord
y, UInt16 uiLibRef )
Err tcJpegGetDimensions(UInt8 *pBuf, UInt32 uiBufSize, Coord * width, Coord
* height)

Both are obvious, the reason uiLibRef is passed is so that If running on a
hi-res Sony, it calls HRWinDrawBitmap instead of WinDrawBitmap.
And UInt8 *pBuf is a pointer to a memory that holds the jpeg image.

thanks - bill


"Regis St-Gelais" <[EMAIL PROTECTED]> wrote in message
news:[EMAIL PROTECTED]
> You know what? You made me realyse that jcpalm does not decompress!!
> I was in the early stages of capturing an image, compressing it and
sending
> it to the pc so I did not realyse.
> Grrr
>
> jpeglib only allows to make a shared library and I dont want that.
> I want to include the jpeg code inside my app. This was why I choosed
jcpalm
> in the first place.
>
> Is there some one that modified jpeglib to include it inside an
application
> ??
>
> -- 
> Regis St-Gelais
> www.laubrass.com
> --
>
>
>



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