From 956d02af88db8d76262a30274bb4fecf47645c5f Mon Sep 17 00:00:00 2001 From: scuri Date: Mon, 25 Oct 2010 19:57:24 +0000 Subject: *** empty log message *** --- html/en/guide.html | 20 +++++++++++++++----- 1 file changed, 15 insertions(+), 5 deletions(-) (limited to 'html/en/guide.html') diff --git a/html/en/guide.html b/html/en/guide.html index f918cfa..6e8aba1 100644 --- a/html/en/guide.html +++ b/html/en/guide.html @@ -56,7 +56,7 @@ This library contains all the Image Representation functions and all the Image Storage functions (with the exception of the external formats: AVI, JP2 and WMV).

Each external format or processing usually needs a <im_xx.h> file and a "im_xx.lib/libim_xx.a/libim_xx.so" file.

-

Even if your applicattion is only in C, you must link with a C++ capable linker. Using Tecmake set "LINKER := g++" +

Even if your application is only in C, you must link with a C++ capable linker. Using Tecmake set "LINKER := g++" in your "config.mak" when compiling with gcc (UNIX and Windows).

The download files list includes the Tecgraf/PUC-Rio Library Download Tips document, with a description of all the available binaries.

@@ -203,7 +203,7 @@ IM_FLOAT = GL_FLOAT
imConvertPacking(image->data[0], gl_data, image->width, image->height, image->depth, image->data_type, 0);
 glPixelStorei(GL_UNPACK_ALIGNMENT, 1); /* data alignment must be 1 */
 
-glDrawPixels(image->width, image->height, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*)gl_data);
+glDrawPixels(image->width, image->height, GL_RGB, GL_UNSIGNED_BYTE, gl_data);

When loading color image data you can use the function imConvertMapToRGB to convert in-place IM_MAP image data into IM_RGB after loading it from file. For example:

@@ -221,15 +221,25 @@ glDrawPixels(image->width, image->height, GL_RGB, GL_UNSIGNED_BYTE, (GLvoi

If you just want to save your OpenGL buffer then you can use:

glPixelStorei(GL_PACK_ALIGNMENT, 1); /* data alignment must be 1 */
-glReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*)gl_data);
+glReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, gl_data);
 
 ifile = imFileNew(filename, format, &error);
 error = imFileWriteImageInfo(ifile, width, height, IM_RGB|IM_PACKED, IM_BYTE);
 error = imFileWriteImageData(ifile, gl_data);
 imFileClose(ifile); 
-

You can also put glReadPixels and imFileWriteImageInfo/imFileWriteImageData - inside a loop to create an animation.

+

And when using the imImage structure then you can + instead use the function imImageCreateFromOpenGLData. For + instance:

+ +
glPixelStorei(GL_PACK_ALIGNMENT, 1); /* data alignment must be 1 */
+glReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, gl_data);
+
+imImage* image = imImageCreateFromOpenGLData(width, height, GL_RGB, gl_data); 
+error = imFileImageSave(filename, format, image);
+ +

You can also do this + inside a loop to create an animation. 

IM 2.x Compatibility

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