On 18/06/2012 00:49, cal wrote:
snip
ubyte[] data = some data;
Image img = new Img!(Px.R8G8B8)(width, height, data);
Image? Img?
img.write(mypng.png);
It uses adaptive filtering, and should work with the pixel formats supported by
the image
class (except for the 16 bit ones I've just
On Thursday, 21 June 2012 at 17:58:47 UTC, Stewart Gordon wrote:
On 18/06/2012 00:49, cal wrote:
snip
ubyte[] data = some data;
Image img = new Img!(Px.R8G8B8)(width, height, data);
Image? Img?
img.write(mypng.png);
Image is the interface, Img the templated class that does all the
work.
it's not that hard to write a baseline jpeg encoder. it's not harder than
decoding.
there are many tutorials and examples online.
Am 17.06.2012, 09:55 Uhr, schrieb cal callumena...@gmail.com:
On Sunday, 17 June 2012 at 07:07:35 UTC, Philippe Sigaud wrote:
Still, I'm interested in writing
On 6/16/2012 12:10 PM, cal wrote:
I've been working on decoders for simple (baseline) JPEG and PNG's, mostly
for
my own amusement, and they seem to work ok now, so if anyone has need of
some
simple D modules to load these formats you can grab them here:
On Sunday, 17 June 2012 at 07:07:35 UTC, Philippe Sigaud wrote:
Still, I'm interested in writing a JPEG/PNG to disk from a
ubyte[3][][], or whatever.
Do you mean that you want to encode a ubyte array to disk as
JPEG/PNG? Encoding a JPEG would be a bit of work I think, the
format's kind of a
I second the request for a PNG encoder. You just saved me a lot
of trouble, as I was about to implement my own PNG loader... and
now I don't have to. ^_^ I'll glance over your code in full
sometime and see if I notice any readily apparent improvements.
cal:
I've been working on decoders for simple (baseline) JPEG and
PNG's, mostly for my own amusement, and they seem to work ok
now, so if anyone has need of some simple D modules to load
these formats you can grab them here:
https://github.com/callumenator/imaged
Suggestions on the code:
-
On Sun, Jun 17, 2012 at 9:55 AM, cal callumena...@gmail.com wrote:
On Sunday, 17 June 2012 at 07:07:35 UTC, Philippe Sigaud wrote:
Still, I'm interested in writing a JPEG/PNG to disk from a
ubyte[3][][], or whatever.
Do you mean that you want to encode a ubyte array to disk as JPEG/PNG?
Am 16.06.2012 21:10, schrieb cal:
I've been working on decoders for simple (baseline) JPEG and PNG's,
mostly for my own amusement, and they seem to work ok now, so if anyone
has need of some simple D modules to load these formats you can grab
them here:
https://github.com/callumenator/imaged
On 17/06/2012 08:55, cal wrote:
snip
If you don't care too much about compression level, you simply zlib
compress the data, write it out by image row/scanline, include
appropriate header and chunk info, and you're done.
snip
Not quite. You need to encode it by scanline, add the filter byte
On Sun, Jun 17, 2012 at 3:25 PM, Stewart Gordon smjg_1...@yahoo.com wrote:
FWIW a while ago I wrote a simple experimental program that generates an
image and encodes it as a PNG. And I've just tweaked it and updated it to
D2 (attached). It supports only truecolour with 8 bits per sample, but
I have a simple png writer too if that's of use to you
https://github.com/adamdruppe/misc-stuff-including-D-programming-language-web-stuff
image.d and png.d. Somewhat suboptimal to use, since I
ported some of my old C code almost directly to it, and it
still works like C.
On Sunday, 17 June 2012 at 12:15:36 UTC, bearophile wrote:
Suggestions on the code:
- Try to use final switches.
- switch cases don't need (), so instead of case(foo): write
case foo:
- Try to add const/immutable/pure/nothrow where possible.
Bye,
bearophile
Problem with final switches in
On Sunday, 17 June 2012 at 12:35:41 UTC, David wrote:
Cool so I don't need to use my stb_image binding (
https://bitbucket.org/dav1d/gl-utils/src/0b97f77c14d7/stb_image
) anylonger!
I used stb_image with C++ opengl projects, and it was great.
stb_truetype is another gem, I would love to
On 17/06/2012 14:38, Philippe Sigaud wrote:
On Sun, Jun 17, 2012 at 3:25 PM, Stewart Gordon smjg_1...@yahoo.com wrote:
FWIW a while ago I wrote a simple experimental program that generates an
image and encodes it as a PNG. And I've just tweaked it and updated it to
D2 (attached). It supports
On Sunday, 17 June 2012 at 23:17:54 UTC, Stewart Gordon wrote:
You two should fuse it into one module, to give us
loading/writing.
That would be quite cool.
I don't know how much of the code will need rewriting in order
to support interlacing or all PNG colour types/depths.
But I also
On Sunday, 17 June 2012 at 20:10:28 UTC, cal wrote:
though I have worlds of trouble with const-ness, I will
endeavour to add those guarantees :)
What I usually do, unless it's just an obvious case, is write
code without concern for const-ness, then write a thorough test
and step through one
I've been working on decoders for simple (baseline) JPEG and
PNG's, mostly for my own amusement, and they seem to work ok now,
so if anyone has need of some simple D modules to load these
formats you can grab them here:
https://github.com/callumenator/imaged
Notes:
- Will load 8-bit baseline
On 6/16/2012 12:10 PM, cal wrote:
I've been working on decoders for simple (baseline) JPEG and PNG's, mostly for
my own amusement, and they seem to work ok now, so if anyone has need of some
simple D modules to load these formats you can grab them here:
https://github.com/callumenator/imaged
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