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Slick Forums • View topic - [Request] Texture Decoding

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Discuss the Slick 2D Library
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PostPosted: Thu Jun 20, 2013 6:49 am 
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PostPosted: Sat Jun 22, 2013 7:25 am 
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Slick Zombie

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The decoder support is part of the renderer implementation - not of the renderer API. Different renderer may have other sets of available formats.
Putting the enum in the API would restrict their implementation, and using a String would be move the error checking to runtime.
The currently defined enums in LWJGLTexture.Format are these which are supported by that class for uploading to OpenGL.


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PostPosted: Sun Jun 23, 2013 6:54 am 
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PostPosted: Sun Jun 23, 2013 7:13 am 
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Slick Zombie

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The format in the XML is basically only "COLOR" or "ALPHA" and is used only as a hint if a monochrome image is supplied.

Also there are renderer implementations which don't work with ByteBuffers (eg Java2D based ones use BufferedImage).


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PostPosted: Sun Jun 23, 2013 7:28 am 
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The decode method only supports ByteBuffer

If you only support COLOR and ALPHA then the problems of strings really goes away.


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PostPosted: Sun Jun 23, 2013 8:26 am 
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Slick Zombie

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The reason why the decode method only supports ByteBufefr is because it's specific for the LWJGLRenderer implementation and not a generic interface on the renderer abstraction layer.

You can of course write your decoders in a way that they can be used by multiple renderers (might require an additional layer, or bundling of the interface classes for the different distributions).


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