Loading images from memory useing QuickTime

Apprentice
Posts: 19
Joined: 2008.05
Post: #1
Hi,

I'm working on a way to load images from memory, I need to load jp2 images so i decided to use QuickTime, Im stuck at point of Creating a ComponentInstance.
i used a tutorial for creating a Handle to my memory http://developer.apple.com/technotes/tn/tn1195.html
The handle is created, but when i call GetGraphicsImporterForDataRef it returns an error... Does anyone have any idea on how to load images from memory ?? I will continue to work on this, when i will come up with something i will post here

regards Jerry...
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #2
Use ImageIO instead? CGImageSourceCreateWithData().
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Moderator
Posts: 102
Joined: 2003.07
Post: #3
Or if you're going for cross platform SDL_image has some good options

-CarbonX
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Apprentice
Posts: 19
Joined: 2008.05
Post: #4
Yes, the framework is already cross-platform, it uses directx on windows and openGL on mac up to now i used OpenIL to laod png,jpg etc and to load jp2 i used openjpeg. I'm havening a problem with openjpeg becouse its slow. I cant load from file because the framework has content protection, so the only way for me to read the image data is to use callback functions for fileradeing (like in OpenIL) or read image from memory.
@ OneSadCookie: CGImageSourceCreateWithData << will this read jp2 images ??
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #5
Yes, it will.
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