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  ImageIO png decoder still &£$%^£  (Read 1463 times)
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Online Abuse

JGO Coder


Medals: 10


falling into the abyss of reality


« Posted 2005-09-09 15:22:54 »

Just came across this bug "Some PNGs fail to load with ImageIO".

I am amazed to find that over a year has passed since this bug was reported - yet it still exists in the latest 1.5.0_04 release!

Can the proper people please get notified about this, and get it fixed.
(The fix appears to even be highlighted in the bug comments!)

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Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #1 - Posted 2005-09-11 04:01:23 »

It seems from the comments that only invalid PNGs cause the problem (PNGs with an illegal pallet size).




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JGO Coder


Medals: 10


falling into the abyss of reality


« Reply #2 - Posted 2005-09-11 13:18:00 »

It is perfectly legal to have a 256 color palettized png with a palette of less than 32 elements.

Suns decoder is just borked due to an optimisation some bright spark put in, that breaks under these circumstances.

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Offline Falken

Senior Newbie




biggidy bong


« Reply #3 - Posted 2005-09-11 15:21:45 »

Surely that bug has inflicted pain on every mobile games studio. Yet Sun still hasn't fixed it.

Whenever we try to develop a new tool which uses optimised low-colour PNGs from our midlets you'll hear someone cursing about it.

Our solution has been to maintain 2 copies of the graphics.  Optimised PNGs for the midlet and non-optimised copies for the editor software.  This of course leads to a maintenance nightmare.  Admittedly it is not a very good solution.
Offline oNyx

JGO Coder


Medals: 1


pixels! :x


« Reply #4 - Posted 2005-09-11 15:28:22 »

It is perfectly legal to have a 256 color palettized png with a palette of less than 32 elements.
[...]

Indeed. Besides the compressing scheme works best with 8bit values. So even if you have <=16 colors, the image will be usually smaller in 8bit.

弾幕 ☆ @mahonnaiseblog
Online Abuse

JGO Coder


Medals: 10


falling into the abyss of reality


« Reply #5 - Posted 2005-09-11 16:04:32 »

Toolkit.createImage works though - so atleast there is a workaround (without having to write your own decoder ^_^)

Though im reliably informed Toolkit.createImage fails with certain png's too - so you end up having to use both.... arg the pain!

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Offline trembovetski

Senior Member




If only I knew what I'm talking about!


« Reply #6 - Posted 2005-09-12 04:27:33 »

Folks, if you think a bug is important, please vote for it, or add comments explaining
why. Or  preferably both.
This is the info engineers use when prioritizing the bugs to be fixed in a particular release.
Bugs with many votes get priority.

Dmitri
Java2D Team
Offline Alan_W

JGO Knight


Medals: 8
Projects: 3


Java tames rock!


« Reply #7 - Posted 2005-09-12 09:02:53 »

Ahh... That might explain why some of my Paint-Shop-Pro optimised pngs won't load in Java.  If I load & save them again with windows paint, the problem goes away.

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