Advertisement Jump to content

Archived

This topic is now archived and is closed to further replies.

_nomad_

SDL_Surface to PNG

This topic is 5349 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Advertisement

i''m doing this right now:


_RowPtr = sg_AllocPNGPixels(p_Surface->w, p_Surface->h);
_Pixels = (Uint32*) p_Surface->pixels;

for(_Row = 0; _Row < p_Surface->h; _Row++) {
for(_Col = 0; _Col < p_Surface->w; _Col++) {
_Pixels = (Uint32*) p_Surface->pixels;
_Pixels += ((_Row*p_Surface->pitch) >> 2) + _Col;
// _RowPtr[_Row][_Col] = _Pixels[((_Row*p_Surface->pitch) >> 2) + _Col];

_RowPtr[_Row][_Col] = *_Pixels;
}
}

png_init_io(_png_ptr, _File);
png_set_IHDR(_png_ptr,
_info_ptr,
p_Surface->w,
p_Surface->h,
(p_Surface->format->BitsPerPixel) / 4,
PNG_COLOR_TYPE_RGB_ALPHA,
PNG_INTERLACE_NONE,
PNG_COMPRESSION_TYPE_DEFAULT,
PNG_FILTER_TYPE_DEFAULT);
png_set_rows(_png_ptr, _info_ptr, (png_bytep*)_RowPtr);
png_write_png(_png_ptr, _info_ptr, PNG_TRANSFORM_IDENTITY, png_voidp_NULL);



but output is a PNG file that is squashed horizontally and not all colors come out as they should be. the SDL surface is a 32bit RGBA surface. i''m using libpng.

thanks.

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!