On Wed, 3 May 2006 21:58:36 -0700
Arc Riley <[EMAIL PROTECTED]> wrote:

> Karl has introduced an interesting concept in his textures proposal for 
> summer of code, something I had never heard of before: "APNG".
> 
> Basically it's what GIF is for animation, frames with a delay between 
> them.  It seems ideal for simple animated textures.
> 
> He also suggested MNG and Ogg Theora.
> 
> Only one problem: of these three, none are supported by PIL.
> 
> Personally, I think support for PIL is great for Soya, but the glue code 
> to their C libraries is simple enough that we shouldn't need PIL for 
> simple image decoding.  Instead, I think we should choose a set of 
> graphics formats and support them internally:
>  * JPEG
>  * PNG
>  * APNG
>  * MNG
>  * Ogg Theora
> 
> Other formats could also be opened via PIL, which I believe support 
> could be retained in case someone actually wanted to use PIL for 
> something such as doing manipulations on an image but such support needs 
> to be better integrated with Soya.
> 
> I've had to deal with libjpeg and libpng while working on webcam code, 
> it's fairly basic.  Such decoding could be "on demand" as most OpenGL 
> implementations can support some of these formats nativly.
> 
> Initially, JPEG and PNG support could be added without too much fuss.

Older version of Soya (< 0.7 i believe) were directly linked to libjpeg and 
libpng... however it had caused several troubles, like incompatibilities with 
some version of libpng, and portability problem. The current PIL version works 
well, so why should we change it ? PIL is a dependency, but libpng and libjpeg 
are TWO dependencies; and as being a Python module, PIL is more portable and 
can be loaded at runtime (i.e. soya doesn't need PIL as long as you don't load 
image, which is the case for most game, since image are saved in material files 
in raw data).

As a consequence, i'm not convinced. However, using libmng or whatever for 
loading MNG and so on is ok.

Jiba

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