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  [preview] Sprite/Texture lib:reads GIF MNG AVI MPG  (Read 2691 times)
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Offline tusaki

Junior Devvie

Medals: 1

In a mad world only the mad are sane.

« Posted 2005-05-28 17:25:23 »

(click thumbnail to get large screenshot)

Hia, I thought I would make a quick demo of the texture/sprite animation library I'v been building over the last couple of weeks. It's going to be free to use as in: do whatever you want with it, as long as you don't sue me if anything goes wrong.

* Read any MNG or GIF file (transparancy supported)
* Read any Animation file supported by the Java Media Framework
* Use such animation as a texture in JOGL
* Access all the frames in supported formats
* Fetch the frame for animation time 'x'.
* EASY to use.
* optimized for speed. (although this can probably always be improved)

   MNGAnimation ani = new MNGAnimation(new File("test.mng")); // or any inputstream
   JMFAnimation ani2 = new JMFAnimation(new File("test.mpg"));
   GIFAnimation ani3 = new GIFAnimation(new File("test.gif"));
   AnimationFrame frame = ani.getFrameForTime(60);


   // or even

   GLTool.updateTexture(gl, textureNum, frame);

For the demo to work, you will need the Java Media Frame work:

Also, if you want support for more formats (since JMF's support for divx and xvid etc just plain sucks), install
FOBS ( or JFFMpeg( (This is a pain the *** to do though...)

For a good example movie, download the Anime Music Clip "Linkin Park - In the end (Final Fantasy 9).mpg" from FilePlanet:'-Park. This is the movie in the screenshots.

An good example of a GIF animation is here. (right click to download):

I dont have any good example MNG's, you'll have to look for you yourself :\

Demo Program Features:
 open any GIF/AVI/MNG/MPG file.. enjoy. drag mouse to rotate and zoom the animation.

Anyway, it's still in development... a bit messy here and there.. and I think i'm going to create a webpage for it. Also, at this moment, GIF and MNG animations are not memory efficient, since they store both the original image, as well as a scaled texture-compatible version. There are some design choices left to make... but I'll keep you guys posted... I'll post a beta version next week.
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