Re: Able to disable JOGL's PNG decoder?
Posted by
Sven Gothel on
URL: https://forum.jogamp.org/Able-to-disable-JOGL-s-PNG-decoder-tp4027701p4027712.html
On 01/05/2013 02:32 AM, tag [via jogamp] wrote:
> We have imagery coming from many places and some of it is PNG interlaced and
> PNG indexed. We have no control over the format of this imagery. The built-in
> JOGL TextureIO PNG decoder does not support PNG interlaced or indexed, but
> ImageIO does (as did JOGL 1's TextureIO). Since ImageIO is a built-in fallback
> in TextureIO, we want to disable the JOGL PNG decoder so ImageIO is used. Is
> there a way to do this?
>
> I am aware that we could use ImageIO ourselves and pass TextureIO a
> BufferedImage, but we're porting code from JOGL 1 that uses TextureIO in many
> places.
Instead of using AWT's ImageIO, I like us to 'fix' outstanding issues w/ PNGJ.
We updated PNGJ 0.85 -> 1.12 (w/ interlace read support):
<
http://jogamp.org/git/?p=jogl.git;a=commit;h=921b33825340d27deec2883ded21cb7434decc94>
<
https://code.google.com/p/pngj/>
Hence you can use interlaced PNG input streams.
Please file a bug : 'Indexed PNGJ Support missing'
Reason: We provide PNG input streams w/o the requirement of AWT
to give you same experience on mobile and desktop devices.
The latter is our whole story!
This will also allow you and your customer to utilize WWJ2 w/ JOGL2
on environments w/o AWT (Android, headless, ..) if you support
NEWT and separate your renderer code.
~Sven