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Author Topic: Here Texture Loading by JXA !  (Read 36835 times)

broumbroum

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Here Texture Loading by JXA !
« on: April 22, 2009, 00:17:33 »

Hi all ! Since some have asked for this, I'm just releasing a limited TEXTURE LOADING pack for the LWJGL.org forum here.
there are at most 3 java classes files.
Code: [Select]
Sf3Texture._loadTexture(BufferedImage, 0);Loads a texture in a DataBuffer and
Code: [Select]
validatePixelBuffer();converts the DataBuffer to any format you want : specify a GL Texture format as _ExtAbgr value and you're on (hopefully) !

Sf3Texture is HIGHLY INSPIRED BY DevIL TextureLoader class I've been found on the web last year. LoL
 :D

EDIT : RFE posted with new zip package http://lwjgl.org/forum/index.php/topic,4181.0.html

broumbroum

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Re: Here Texture Loading by JXA !
« Reply #1 on: November 07, 2010, 22:13:00 »

Hi !
updated the link with a new zip, because of the last crash with the webservers, it was broken.
 ;D

EDIT : updated the BufferIO, for re-using of direct buffers (not a big deal =)

jediTofu

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Re: Here Texture Loading by JXA !
« Reply #2 on: November 07, 2010, 22:21:30 »

awesome, what image formats are supported?  what features are supported (scaling, cropping, etc.)?
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broumbroum

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Re: Here Texture Loading by JXA !
« Reply #3 on: November 07, 2010, 22:29:43 »

That's supposed to be any by ImageIO.read(f) supported image formats...

mstWeal

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Re: Here Texture Loading by JXA !
« Reply #4 on: November 28, 2010, 08:56:56 »

Cool, I can make good use of that. My own texture loading routine is not as performant as it could be as I had problems with some PNGs. On my computer they would show up normal and on a friends computer they looked bluish. If I changed from RGB to BGR it looked ok for my friend but blueish on my machine ^ ^ Therefore I always copy the complete image into another temporary BufferedImage, which makes my texture loading about twice expensive as it should be  ::)

How about including this officially into LWJGL? Maybe not into the core but as optional extension. I see two main reasons for that:
- If these would be official classes they would receive the same treatment as any other LWJGL class when making changes to LWJGL (otherwise a future LWJGL version could make the classes incompatible)
- Pretty much every game developer needs the ability to load textures. If you program it yourself you might not end up with a solution that is as performant as it could be (see my example above)
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jediTofu

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Re: Here Texture Loading by JXA !
« Reply #5 on: November 28, 2010, 09:41:23 »

Cool, I can make good use of that. My own texture loading routine is not as performant as it could be as I had problems with some PNGs. On my computer they would show up normal and on a friends computer they looked bluish. If I changed from RGB to BGR it looked ok for my friend but blueish on my machine ^ ^ Therefore I always copy the complete image into another temporary BufferedImage, which makes my texture loading about twice expensive as it should be  ::)

How about including this officially into LWJGL? Maybe not into the core but as optional extension. I see two main reasons for that:
- If these would be official classes they would receive the same treatment as any other LWJGL class when making changes to LWJGL (otherwise a future LWJGL version could make the classes incompatible)
- Pretty much every game developer needs the ability to load textures. If you program it yourself you might not end up with a solution that is as performant as it could be (see my example above)

The recommended way is actually Slick-Util (can also load fonts and sounds/music):
http://slick.cokeandcode.com/wiki/doku.php?id=loading_and_binding_opengl_textures_with_slick-util
http://slick.cokeandcode.com/downloads/util/
http://slick.cokeandcode.com/javadoc-util/

I completely agree that it would be nice to have LWJGL already include image/music loading.  It does have built-in wave loading.  However, I'd rather it not use ImageIO (which Slick-Util and most image libraries out there use)...
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broumbroum

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Re: Here Texture Loading by JXA !
« Reply #6 on: November 28, 2010, 13:53:29 »

I've never been using slick, because I've got good performance with my code.
@jeditofu I also have coded a Sound loading class, which I could provide here. It relies on the same BufferIO class, and has some calls to the jlayer API when handling mp3's. I'll look for an upload soon.
@mstWeal thank you for your feedback, you're welcome ! You may want to post your comment on sf.net/projects/sf3jswing for rating .
;)

EDIT : I'll post an [RFE] soon. cu
EDIT : RFE posted http://lwjgl.org/forum/index.php/topic,4181.0.html