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Showing CP while game is paused

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headkaze:

--- Quote from: Howard_Casto on April 15, 2006, 05:15:09 pm ---j5 uses gdi as it is a vb app.  Vb can't natively load pngs without help.
--- End quote ---

You can use GDI+ in VB6

Buddabing:
There's a free, open source DLL of libpng compiled so that VB programs can access it.

Link, scroll down to LIBPNG_VB.DLL

Howard_Casto:
lol paintx IS libpng wrapped with other libraries


anyway I've already added it back in, but thanks

Howard_Casto:

--- Quote from: headkaze on April 16, 2006, 01:14:19 am ---
--- Quote from: Howard_Casto on April 15, 2006, 05:15:09 pm ---j5 uses gdi as it is a vb app.  Vb can't natively load pngs without help.
--- End quote ---

You can use GDI+ in VB6



--- End quote ---


No you can't.  Not easily and natively.  Note that for that example to work you have to use their (extremely buggy) gdi+wrapper and the gdi+ libraries.  Not only that, but due to the buggy wrapper you can't test it until you've compiled the app (thus making debugging impossible) and the call to do such a simple thing is still rather bloated in the setup.  It's not real bloated, but still... loading a image should never take more than one line.


To put things in perspective, the paintx.dll I was complaining about only requires the following line to setup:

Dim MyDecoder as New PaintX.picturedecoder


And to use it:

Picture1.picture = mydecoder.loadpng ("c:\test.png")


That's why I don't fool with gdi+ and stick to regular built-in gdi calls. If i were going to use complicated api calls to manipulate graphic in j5, I'd just build a directX engine, like I do with my other apps. 


Thanks for the suggestion though, I just don't see how doing it the hard way would make things easier. ;)

RobotronNut:
do paintx / libpng also support writing PNGs?

if so, could you eliminate the need for IrfanView without dropping PNG creation?

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