Hi Eric, Well at least it's a nice exercise to explore the architecture for me if nothing else.
IANAL, so I hadn't even considered IP as an issue, but that makes sense. It would a lot nicer to suppport it natively rather than via NPAPI or similar, since you can skew/scale/shear and animate these things in SVG. Good for a number of applications. Has anyone tried to hook in OpenEXR? Perhaps that would be a better candidate for high dynamic range images although I'm not sure about it's performance characteristics for embedded devices. The license is far more friendly IIRC. Cheers, Alex --Original Message--: >Platforms provide their own image decoders. Some of them use the >cross-platform image decoders checked into WebCore: >http://trac.webkit.org/browser/trunk/WebCore/platform/image-decoders > >A quick skim of mozilla's bug on the subject: >https://bugzilla.mozilla.org/show_bug.cgi?id=500500 >leads me to believe there is currently no patent-safe way to use JPEG-XR. > >The only platform which has JPEG-XR natively is Windows, however both >Apple's Windows port and Chromium's windows port use the checked-in >image decoders. > >I think WebKit is unlikely to support JPEG-XR any time soon. > >Without mozilla supporting it (or much content on the web using it) >there is little reason to add support. > >-eric > >On Wed, Dec 22, 2010 at 4:28 PM, Alex Danilo <a...@legrope.com> wrote: >> Hi All, >> >> Sorry to post a newbie question. >> >> My name's Alex Danilo, I've been doing some SVG stuff over the past >> few years and now have spent the past few months looking into the SVG >> implementation in WebKit. >> >> What I'm tyring to do is add a new image format in the engine >> as an exercise. >> >> I am trying to add support for JPEG-XR (formerly HD-Photo) as >> a new supported image format for the <image> element (and <img> in >> HTML I guess too). >> >> Looking at the ports, code etc. this all plumbs via the Image >> class, BitmapImage class, etc. >> >> For some ports, like CG I see that the decode is done lazily >> and defers it to CG so that no intermediate bitmaps are generated. >> >> For JPEG-XR, I will have to unpack the ARGB32 bitmap somewhere >> in memory and do a GraphicsContext drawImage() call to paint it to >> the canvas. >> >> So my question is, is there any preferred or desirable method >> to accomplish this? i.e. how should I structure the interface to the >> Image class to make sure it works on all ports without creating >> a dog's breakfast of it? >> >> All tips and pointers greatly appreciated. >> >> Cheers, >> Alex >> >> >> _______________________________________________ >> webkit-dev mailing list >> webkit-dev@lists.webkit.org >> http://lists.webkit.org/mailman/listinfo.cgi/webkit-dev >> > > > _______________________________________________ webkit-dev mailing list webkit-dev@lists.webkit.org http://lists.webkit.org/mailman/listinfo.cgi/webkit-dev