Software Support > PowerMAME
Showing CP while game is paused
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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