8-bit PNG won't load in GLFW
Monkey Forums/Monkey Bug Reports/8-bit PNG won't load in GLFW
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I was optimizing my files by creating 8-bit versions of a lot big PNG files. It decreased my Android APK size dramatically! Now I wanted to create a windows program using GLFW. The game compiles perfectly, but when executed, it crashes when it tries to display an 8-bit PNG file. When replacing it with the 32-bit version, it works. The game doesn't crash on the loading part though, only when it tries to display them with a Memory Access Violation. They simply aren't loaded... If (fOverlay) Then DrawImage(fOverlay, VDeviceWidth(), 1) this prevents the crash, but now my images ain't shown! |
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How did you save to 8-bit? Use a different program when saving 8-bit versions. http://monkeycoder.co.nz/Community/post.php?topic=257&post=1670 Try using one of these http://psydk.org/PngOptimizer.php http://www.ardfry.com/pngoutwin/ http://www.advsys.net/ken/utils.htm http://optipng.sourceforge.net/ |
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I use Adobe Fireworks. The PNGoptimizer didn't solve it. Will try more programs next week! |
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no, Monkey's GLFW stb_image library does not support PNG8. only PNG24/32. Monkey should try to incorporate libpng to support that. |