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Common: add some new properties to IImage #21
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May be this code will help you:
... |
Yeah a lot of those properties are good, but all the properties that are DDS specific (isBC, isDX10, etc) should require users to cast to |
@nickbabcock whatever you choose. But, may be, you can just add something like IDDSImage? Which will contain dds-specific image info fields. Plus something like "imageType" to IImage to quickly understand what type of image (dds, tga) we working with |
@nickbabcock |
It's no bother. I've been giving some other projects of mine some love over Pfim, at the moment. Hopefully you can progress further in your projects with the current state of Pfim, as being a one-man open source library, distractions happen. So I can't give estimates when things will be done, but do know that I have Pfim on my priority list 😄 |
Yes, currently I using mostly DXT3/5 textures, but would like to use HDR cubemaps in May which I would like to keep in BC6H format. :)
Oh, okay, well, hope that you get back to Pfim as soon as possible :) |
@nickbabcock no progress, yet? :-\ |
Small progress, but bills are first 😅 |
I was working on displaying R16G16 images and had a couple thoughts.
I'm currently mulling over these thoughts and didn't know if you wanted to weigh in on any of my ramblings |
Well, if neither Unity or UE4 can display these DDS, then dont spend time on it too I suppose :)
Seems fine enough to me
What if you will add some kind of flag to control this behaviour, but defaulted it to 'true' (like, do automatic normalize by default)?
Agree.
It would be good addition (as an option, I suppose) to have an ability to feed gpu with texture data asap.
Well, in my case I decided to avoid ImageSharp because it doesn't support dds, plus it a bit fat for texture purposes in my opinion. If to speak in game context, Tga/Dds is more than fine enough for textures, and some png library can be added by user (not into pfim) as screenshot format for example. So in my case, Pfim will be just more than enough :)
Would be good to have such features.
Thanks for sharing! Also, curious, but may be @feliwir might want to add his few cents, since he was interesting in loading dds without uncompressing it. |
Having access to the compressed picture data would be very useful indeed! |
Excellent, thanks for the feedback. I'm working on the ability to parse with a configuration object that will dictate if decompression and format conversion will take place. eg: public enum TargetFormat
{
// ... snip
Rgb24,
Rgba32,
Native,
NearestNeighbor
} Supplying |
@nickbabcock
Hi! Can you please add listed below fields to IImage? They are mostly for DDS (since they available in dds header)
Last two also very important, because depends on them, textures load path could be a bit different (at least, it needed to setup pixel format correctly).
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