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Offline Slindsay

Senior Newbie

Java games rock!

« Posted 2005-02-02 14:01:03 »

Thats turning out to be way to portentious a name for me  Sad

I am trying to get the NeHe tutorial on textures to work but I am getting the error:
Exception in thread "main" java.lang.UnsatisfiedLinkError: no DevIL in java.library.path

It looks like the same one I was having trouble with before, I dont get it though, should I pass the Vm multip[le paths for the library location or should I have devil in the same filespace as the other stuff used like openGl and input?

I am really puzzled because I have made sure that the devil library is there but maybe there is something else I can do?

Offline weston
« Reply #1 - Posted 2005-02-02 17:52:24 »

sounds like your having the same problem I had, this post should help:;action=display;num=1105146053

I was rather disappointed to find out how large DevIL.dll is though, I ended up deciding not to use it because of that...

for(int i = 1; i > 0; i++)
     System.out.println(i+" cups of java downed");
Offline Matzon

JGO Knight

Medals: 19
Projects: 1

I'm gonna wring your pants!

« Reply #2 - Posted 2005-02-02 19:03:20 »

313 kB for all 3 dll's using upx compression.
960 kB uncompressed but you don't want to distribute anything unless it's all been squeezed

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Offline Slindsay

Senior Newbie

Java games rock!

« Reply #3 - Posted 2005-02-03 12:42:16 »

Hmm, okay I see, kind of.

How where you loading images before you started using devIL?  Is it simpler, faster, smaller?
Offline Matzon

JGO Knight

Medals: 19
Projects: 1

I'm gonna wring your pants!

« Reply #4 - Posted 2005-02-03 13:19:47 »

using Java ImageIO.

Devil is just faster, and easier - it's mostly a convenience. You really don't have to use it... Smiley

Offline Deadcow

Senior Newbie

Back from beyond ... Moo!

« Reply #5 - Posted 2005-02-03 13:23:03 »

Personally, i convert pictures to my own format at design time using a simple tool. My format is quite simple :

- Magic cookie
- image type ( 1d, 2d, 3d, cubemap, ... )
- image flags ( compression flag, byte order flag, ... )
- opengl type ( GL_BYTE, GL_INT, ... )
- opengl format ( GL_RGB, GL_LUMINANCE, ... )
- x size
- y size
- z size
- data

So loading an image is as simple as: read the header, compute data size, load data in a buffer and call gl with type and format.
Offline princec

« JGO Spiffy Duke »

Medals: 976
Projects: 3
Exp: 16 years

Eh? Who? What? ... Me?

« Reply #6 - Posted 2005-02-03 14:22:18 »

That's what I do too except I can't cope with JPEGs Smiley In fact that's really all DevIL is useful for - decoding JPEG data.

Cas Smiley

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