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[05:04:36] * Darke2 non-specifically grumbles at libpng's documentation. When it's sufficiently opaque that it's easier to look at exult's 'Export_png8' function to work out how to write a png, there's something horribly wrong. (Not that said function is bad, it's just you'd expect the documentation to, like, tell you stuff? Clealy?)
[05:12:19] <SB-X> I also looked at Exult's Export_png8 to find out how to write a png with libpng, without bothering to read any documentation. :)
[05:13:14] <SB-X> I'm also surprised when Darke2 stopped breaks his idling.
[05:13:16] <SB-X> -stopped
[05:23:31] * Darke2 is surprised there's no helper functions out there to help with the basic reading/writings of pngs. Or is there really much in the way of quick howto/cookbook documentation or libs to do it for you.
[05:24:30] <Darke2> Basicly it looks like it's a case of get a heavyweight library that'll handle every format in existance, or struggle working out how to write a WritePNG_RBGA(filename, width, height, data); function.
[05:30:21] <SB-X> Or copy someone else's function.
[05:36:28] <Darke2> Sure. That means I need to find one though. Exult's is only 8bit palleted, and I'm looking for 32bit. *grin*
[06:14:13] * Darke2 is amused at how most people's implementation of pngwriting functions all seem to be very similar to the code given for writing a png in the examples. Looks like everyone else has done the same 'cut, paste, hack til it works' thing that I've been doing. *grin*
[06:17:37] <SB-X> I think all I've done with it is read in 32bit.
[06:18:08] <SB-X> And draw the picture to the screen.
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[06:49:25] * Darke2 ahhs. Finally. It's only taken me, like 3 or so hours to get a working and debugged writePNG function. O.o
[06:49:59] * servus poke-pokes a little thing called libpng toward Darke2
[06:51:19] * Darke2 is, like, using that. You tried to write a writePNG function using their docs though? You get overwhelmed in 'options' before you've even got the second line of code written.
[06:52:28] <servus> That's why I look for examples, not documentation!
[06:54:09] <Darke2> Correct. But even cross referencing with exult's export_png8, and a bunch of other write_png functions takes time to work out what options they're including because they're essential, and what options they're including because that particular program wants to output in it's own special way. *grin*
[06:56:52] <servus> I think I'm using your (Exult's) PNG functions. I don't remember. I tend to block that sort of stuff out.
[07:05:53] <SB-X> What sort of stuff? Exult? (Exult3D?!)
[07:09:28] <servus> Hey I released a cleaned up source patch for Exult3D already, jeeeeeez : o)
[07:52:20] <wjp> Darke2: yeah, I had a similar experience with writing pentagram's png writer class
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[07:56:05] <servus> Couldn't be worse than the OggVorbis documentation. The sample files make copious use of things like setjmp.
[08:06:53] <Darke2> Not quite as bad. The suggested implementation only uses 1 setjmp.
[08:07:35] <servus> Ugh. Doesn't really inspire confidence.
[08:07:49] <wjp> I'm using 3 in pentagram (separated init, image and finish functions)
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[18:32:24] <Dominus> hey ho
[18:48:09] <Dominus> http://vogons.zetafleet.com/viewtopic.php?t=11972 <- a problem someone had with U8 and Dosbox
[18:49:16] <Dominus> turns out that U8 had a problem with the Avatar's backpack. When it is too full important items would not go into the backpack but get lost in the void :)
[18:57:19] <wjp> I find it annoying he doesn't say if the dagger is actually in his backpack or not
[19:01:02] <Dominus> that made me ask what to do in the game, since in the save, there is no dagger :)
[19:02:19] <Dominus> the whole discussion was annoying "It's a bug with Dosbox!" "Nope, probably a bug in the game." "I played it a thousand times, it HAS TO BE a problem with Dosbox!"
[19:03:20] <wjp> yeah... people jumping to conclusions... *sigh*
[19:15:40] <Dominus> I'm looking forward to our pentagram forum :)
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