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  Efficient, direct, image data loading.  (Read 1219 times)
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Offline Alfryd

Junior Member





« Posted 2006-08-04 10:12:16 »

Is there any freely-available code out there which will efficiently load .gif and .jpg images *as raw RGBA byte arrays*?  I'm not interested in getting back a BufferedImage or Image.  Besides, the built in java loaders seem terribly awkward and inefficient, and the only 3rd party library I've been able to find used a lot of native code and wasn't implemented for the Mac.

Thanks in advance.
Offline Orangy Tang

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« Reply #1 - Posted 2006-08-04 11:22:14 »

Devil can load gif and jpeg, and LWJGL includes a binding to it. Perhaps that will do what you want?

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Offline Alfryd

Junior Member





« Reply #2 - Posted 2006-08-04 14:59:37 »

I was hoping for something implemented strictly in java, but thanks for the suggestion.
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Offline Ken Russell

JGO Coder




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« Reply #3 - Posted 2006-08-04 18:25:10 »

ImageIO does this reasonably efficiently. After you load the image, ask for the Raster from the resulting BufferedImage and get the DataBuffer from it. You can then get the image data as either a byte[] or an int[]. The TextureIO utility classes in the JOGL package do this and it seems to perform fine. You can find the source code for these classes in the JOGL CVS repository.
Offline kevglass
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« Reply #4 - Posted 2006-08-04 18:35:23 »

One of these might suit:

http://schmidt.devlib.org/java/pixel-image-io-libraries.html

Kev

Offline Alfryd

Junior Member





« Reply #5 - Posted 2006-08-05 10:10:11 »

Quote
ImageIO does this reasonably efficiently. After you load the image, ask for the Raster from the resulting BufferedImage and get the DataBuffer from it.
I'm familiar with this technique- using it atm- but my game may involve loading a lot of images in a short timeframe, so I'd like to cut down on overhead as much as possible.  Plus, I'm feeding the image data as textures directly to JOGL, so Image objects themselves are redundant.
Quote
I'd seen the list before, but on second inspection the FM Software GifDecoder seems promising...  sadly, the JPEG baseline decoder and encoder isn't accessible atm.  I may be able to adapt the DevIL source to my requirements in any case.  Thanks again.
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