[Scummvm-devel] png

Filippos Karapetis bluegr at gmail.com
Wed Jul 18 19:15:47 CEST 2012


The only missing thing in our custom PNG code (based on LodePNG) was
support for interlaced PNGs, which are rarely used in games (apart from
some WME indie games). This is what that pull request refers to. The rest
of the code does function...

If you do wish to drop the custop PNG decoder, shouldn't we do the same
with the JPEG decoder and use libjpeg? IIRC, that one also had missing
features.

Regards
Filippos

On Wednesday, July 18, 2012, Eugene Sandulenko wrote:

> On 18 July 2012 17:57, Willem Jan Palenstijn <wjp at usecode.org<javascript:;>>
> wrote:
> > Given the missing features (and/or bugs) in our current PNG decoding
> > [ https://github.com/scummvm/scummvm/pull/258 ], should we revisit our
> choice
> > not to use libpng? That seems to me to be the easiest way to get all
> required
> > features in a well-tested and supported form.
> I would say it's better to switch to libpng now.
>
> In the past there were couple of issues connected with it. First was
> the code size, but since NDS port seems to be dead now, it is not an
> issue. Another thing is upgrading all of the platforms on the buildbot
> and upgrading all of the ports.
>
> Which brings to my mind an issue. I wonder whether all of our ports
> incorporated freetype2? Seem not.
>
>
> Eugene
>
>
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