loading textures - cocoa openGL

Apprentice
Posts: 10
Joined: 2007.08
Post: #16
I'm trying FreeImage, some troubles with the installation, but now it's ok. Let we see. Reading the documentation it seems simple to use..
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #17
AnotherJake Wrote:QT is not in any remote danger of being deprecated so it's hard (impossible) to recommend against using it for image loading. Unfortunately that means having to put up with DisposeGWorld for now. I would imagine they'll get this straightened out by Leopard.

The QuickTime C API is in dire danger of being deprecated, though Apple's managed not to do it formally yet. It's not available to 64-bit apps on Leopard. Neither is QuickDraw. All of QuickDraw is deprecated as of 10.4, including DisposeGWorld, despite the apparent contradiction.

GraphicsImportCreateCGImage is available from 10.3 (QT 6.4) to replace GraphicsImportSetGWorld, and ImageIO is available from 10.4 to replace the entirety of QuickTime's graphics import pipeline.
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Moderator
Posts: 3,572
Joined: 2003.06
Post: #18
OneSadCookie Wrote:The QuickTime C API is in dire danger of being deprecated, though Apple's managed not to do it formally yet.
What!? Blink

I'm totally shocked! I've never heard that before. What are they going to do with the Windows QT API? Obj-C?
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Member
Posts: 81
Joined: 2007.05
Post: #19
Quote:I'm trying FreeImage, some troubles with the installation, but now it's ok. Let we see.

Look under Examples/Generic . You'll see its about 5 lines of code to load just about any image. They've made some classes too.

Initially, I was using GWorlds with Carbon. Then I switched to Quartz. Problem with Quartz was some of the calls I was using were only on os 10.4.x. Now I've gone to FreeImage in my next incarnation of stuff.
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Sage
Posts: 1,232
Joined: 2002.10
Post: #20
The problem with Quartz is that it assumes you want pre-multiplied alpha.
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Luminary
Posts: 5,143
Joined: 2002.04
Post: #21
Not that this is often a major problem, though it can definitely be an issue.
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