From: Elias P. <el...@ps...> - 2015-08-03 12:54:54
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Loading 8-bit .png images works fine, what I meant is if you load them *as* 8-bit (i.e. the palette indices), that's not implemented except with libpng as far as I know. It's a very special case which doesn't matter for most games, I only discovered it for the ex_palette example. It may even be fixed since. On Sun, Aug 2, 2015 at 1:19 PM, Trent Gamblin <tr...@no...> wrote: > First I've heard of this 8 bit PNG issue, I load a lot of 8 bit PNGs so > it's strange... > > The idea that it's "dangerous" to let the user load whatever format they > want is pretty ridiculous. > > As far as DLLs, it's more and more common for commercial games to have ZIP > archive versions due to the installer fiascos (need some extra toolbars?) > > That said, there are still a lot of other DLLs that you have to include > and probably don't even use (theora, physfs isn't needed by many, etc)... > So static linking is good, but it would be nice to have a single DLL that > you could replace in case Allegro got some compatibility fixed after a game > stopped being updated. Maybe I'm thinking about this too much... > > On August 2, 2015 11:09:04 AM MDT, SiegeLord <sie...@gm...> > wrote: > >I don't mind doing it, although in my mind, once you have a dll, it > >doesn't matter how many there are: i.e. I'd just use static linking in > >this case. > > > >Maybe there's something to be said about making statically linked > >Allegro dlls, but I don't really know what's best. It's a bit of a pain > > > >to have to make 6-12 different kinds of binaries because people have > >this weird issue about dlls (shouldn't a professional game use and > >installer and just place a shortcut on the desktop, thus making the > >user > >not care about what actually is inside the game directory?). > > > >As for additional formats, we can either document that only those few > >are guaranteed to be cross platform, or remove those extra formats on > >Windows. I think that, with care, it's still possible to create a > >cross-platform game that loads different formats on different > >platforms. > > > >It is awkward with that 8 bit png limitation, however. > > > >-SL > > > >On 08/02/2015 07:35 AM, Elias Pschernig wrote: > >> I think that's risky for two reasons: > >> > >> 1. The native loaders understand additional formats, so someone might > >go > >> and read e.g. gifs then be surprised they don't work on other > >platforms. > >> > >> 2. The native loaders only support a limited subset of .png (e.g. > >> paletted ones don't work in 8-bit mode) - so for consistency it would > >be > >> better to always use libpng unless you really know what you are > >doing. > >> > >> > >> On Sun, Aug 2, 2015 at 3:48 AM, Trent Gamblin <tr...@ga... > >> <mailto:tr...@ga...>> wrote: > >> > >> I think next time the Windows binaries are built they should be > >> build with > >> -DWANT_NATIVE_IMAGE_LOADER, so libpng/libjpeg aren't needed. > >> > >> > >> > > >------------------------------------------------------------------------------ > >> -- > >> https://lists.sourceforge.net/lists/listinfo/alleg-developers > >> > >> > >> > >> > >> > > >------------------------------------------------------------------------------ > >> > >> > >> > > > > >------------------------------------------------------------------------------ > > > > ------------------------------------------------------------------------------ > -- > https://lists.sourceforge.net/lists/listinfo/alleg-developers > |