From: Kevin M. <ke...@vr...> - 2002-01-16 22:14:33
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that's what i had in mind. thanks for illustrating it so well, ben. :) On Wed, 16 Jan 2002, Ben Scott wrote: > i would tend to agree. most uses of the image loading library would > probably be through C++. thus we'd want to make sure that the library was > well design from the standpoint of using it through C++. > > however, i also agree that the image lib should probably be > distributed/used as a DLL which i believe is why chad wants a C api. > regardless we will need a C api to access the code in the library, but we > could do it as just one simple call to get a class and write the > application code using interfaces ... ie: > > // assume getImageMgr is in the DLL and is really being called using a > // function pointer obtained through GetProcAddr(..) > ImageManager* mgr = getImageMgr(); > Image myImg; > mgr->load( "myimage.pcx", img ); > > cheers, > ----- > Ben Scott > President ISU Game Developers Club > Treasurer ISU Ballroom Dance Company > bs...@ia... > > > > On Wed, 16 Jan 2002, Kevin Meinert wrote: > > > > > why does it matter if we link against ms DLLs? just because M$ is dumb, > > why should we be? the DLL is easily available, and I think can be > > distributed with the games we make. > > > > standard C++ is perfectly valid, and is a good thing > > to use. We could convert what I've got over to use read(), open(), and > > close(), but yuk. It doesn't matter a lot to me, but... shouldn't std:: > > be inlined? maybe not the iostreams, huh? I still don't like using > > non-C++ just because of M$ dumbness with their DLLs. Seems like we're > > screwing the elegant-ness of our code just to avoid some restriction their > > compiler imposes on us. do they have a static version of that DLL? that > > could solve it maybe. > > > > I agree with you, few depends is exactly what I was going for. but I > > don't take that literally. I take it to mean only few _third_party_ > > depends. > > > > my philosohy is, if it comes with the compiler, you can always distribute > > it with the code, no big deal, if it annoys you, choose a different > > compiler.. :) otherwise, avoid other 3rd party libs as much as possible. > > my PCX, SGI, BMP, TGA loaders are all stand-alone. the PNG one I wrote > > needs zlib only... > > > > > > kevin > > > > On Wed, 16 Jan 2002, Chad Austin wrote: > > > > > Kevin, what license is your code under? > > > > > > Also, I forgot something I'd like out of the library: > > > - small footprint (doesn't need to be excessively small, but I don't use the > > > standard C++ library in Windows for this reason, as it incurs a dependency on > > > msvcp60.dll) > > > - as few dependencies as possible in the core library (libmng (which subsumes > > > libpng, zlib, and jpeglib) is okay, but something like DirectX or OpenGL isn't) > > > > > > _______________________________________________ > > > ISUGameDev-devel mailing list > > > ISU...@li... > > > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > > > > > > > > > > _______________________________________________ > ISUGameDev-devel mailing list > ISU...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-devel > -- @--@---@---@----@-----@------@------@-----@----@---@---@--@ Kevin Meinert __ _ __ http://www.vrac.iastate.edu/~kevn \ || \| \ / ` Virtual Reality Applications Center \ ||.-'|--\\ Howe Hall, Iowa State University, Ames Iowa \|| \| \`__, ----------------------------------------------------------- |