Digital Paint Discussion Board

Development => Bugs, Feature Requests, and Feedback => Official Feature Votes => Topic started by: Eiii on January 05, 2008, 07:24:51 PM

Title: Feature: PNG Support
Post by: Eiii on January 05, 2008, 07:24:51 PM
May make texture packs a bit bulky, but hopefully the losslessness will be worth it.
Title: Re: Feature: PNG Support
Post by: jitspoe on January 05, 2008, 07:47:53 PM
It would be good to replace TGA's for 32bit (alpha channel) images, but I think jpeg's are still the way to go for solid textures.  If you set the quality high enough (96%+), you can't really see the artifacts, especially on high-res textures.

http://dplogin.com/dplogin/featurevote/feature.php?id=10013
Title: Re: Feature: PNG Support
Post by: ViciouZ on November 30, 2008, 02:11:50 PM
Just tried implementing this from R1GL, seems to have worked so far. I just need to test it on linux. Compiling zlib and libpng was the real work :P

Title: Re: Feature: PNG Support
Post by: T3RR0R15T on November 30, 2008, 03:37:59 PM
ViciouZ u have too much time.

But thats great for the game, big thanks :D



Work an APNG file (http://en.wikipedia.org/wiki/Animated_Portable_Network_Graphics) too?
Title: Re: Feature: PNG Support
Post by: i_am_a_pirate on December 01, 2008, 11:22:47 AM
haha, PLZZZZ!!!!!!! lol. Animated textures... now there's coolness. The only problem is that if you animate one of, say a moving wall, would the wall actually move or would it just be a pic of a moving wall?

vic: those pics look SPEXXY!!!!
Title: Re: Feature: PNG Support
Post by: ViciouZ on December 01, 2008, 11:34:23 AM
It would not move the wall. Animated textures are already supported using rscripts, and no, T3RR0R, it doesn't work with APNG or MNG images. It would display the first frame of APNG and not load MNG at all.

Having some problems compiling it on linux though, linking errors with libpng.
Title: Re: Feature: PNG Support
Post by: jitspoe on February 13, 2009, 03:58:27 AM
So, I've got your changes.  Did you commit everything?  It looks like the PNG reading code is there, but there's nothing to replace the file extension with "png" during the loading.
Title: Re: Feature: PNG Support
Post by: ViciouZ on February 13, 2009, 11:14:35 AM
http://paintball2.cvs.sourceforge.net/viewvc/paintball2/paintball2/ref_gl/gl_image.c?r1=1.29&r2=1.30

Looks like it's there to me :/
Title: Re: Feature: PNG Support
Post by: jitspoe on February 13, 2009, 02:31:17 PM
Ah, that's weird.  I swear I searched for ".png" and didn't find anything.

I've fixed the downloading code to check for PNG first, but CVS is acting up and won't let me commit.

Edit: There it goes.
Title: Re: Feature: PNG Support
Post by: Zorchenhimer on February 14, 2009, 12:44:34 AM
I still need to get the CVS client working on one of my machines so I can start helping out.  :(
Title: Re: Feature: PNG Support
Post by: UDead on June 14, 2009, 04:27:16 PM
how do you get the png file im the map?
Title: Re: Feature: PNG Support
Post by: T3RR0R15T on June 14, 2009, 04:43:55 PM
Like each other texture