lodepng | PNG encoder and decoder in C and C++ | Image Editing library

 by   lvandeve C++ Version: Current License: Zlib

kandi X-RAY | lodepng Summary

kandi X-RAY | lodepng Summary

lodepng is a C++ library typically used in Media, Image Editing applications. lodepng has no bugs, it has a Permissive License and it has medium support. However lodepng has 2 vulnerabilities. You can download it from GitHub.

PNG encoder and decoder in C and C++, without dependencies.
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            kandi-support Support

              lodepng has a medium active ecosystem.
              It has 1830 star(s) with 398 fork(s). There are 76 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 54 open issues and 52 have been closed. On average issues are closed in 124 days. There are 25 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of lodepng is current.

            kandi-Quality Quality

              lodepng has 0 bugs and 0 code smells.

            kandi-Security Security

              lodepng has 2 vulnerability issues reported (0 critical, 1 high, 1 medium, 0 low).
              lodepng code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              lodepng is licensed under the Zlib License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              lodepng releases are not available. You will need to build from source code and install.

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            lodepng Key Features

            No Key Features are available at this moment for lodepng.

            lodepng Examples and Code Snippets

            No Code Snippets are available at this moment for lodepng.

            Community Discussions

            QUESTION

            macosx + conan + cmake build resulting in undefined symbols for architecture x86_64?
            Asked 2021-Oct-11 at 21:29

            I've been packaging a few conan recipes with varied success.. but now getting stuck on one package in particular

            https://github.com/smasherprog/screen_capture_lite/issues/115

            conanfile.py

            ...

            ANSWER

            Answered 2021-Oct-11 at 21:29

            it turned out the version I had pulled from github was super ancient.. once I updated my recipe to pull from the latest.. it was apparent that my consuming CMakeLists.txt was missing all sorts of apple libraries..

            I modified slightly the authors original.. added the conan logic.. and most importantly learned how to add logic so that conan can make sense if you want static or dynamic libraries

            my conanfile.py

            Source https://stackoverflow.com/questions/69517822

            QUESTION

            How to fix texturing a terrain?
            Asked 2021-Sep-04 at 16:54

            I have coded a flat terrain made up of triangles, but it seems like there some mirroring occurs. I want it to imitate grass, but it is blurried in some spots. Do I need to add some params in glTexParameteri? Or maybe it is an error which is associated with the drawing code?

            A function which reads in a texture:

            ...

            ANSWER

            Answered 2021-Sep-04 at 16:54

            Your indices do not make the slightest sense:

            Source https://stackoverflow.com/questions/69056252

            QUESTION

            Linking waLBerla to my own code using Cmake
            Asked 2021-Aug-27 at 10:43

            I want to play around with waLBerla (website and gitlab), which is a C++ library that can be used to simulate certain physical behavior, like fluid dynamics using the Lattice Boltzmann method, but having major difficulties on how to properly set up my CMakeLists.txt, as I don't have much experience with that.

            I followed the instructions to install the library, using some of the dependencies like OpenMP, CUDA and OpenMESH, which went fine.

            But when trying to compile for example one of the tutorials, I just can't get it to work. So far I have the following Cmake file, where I manually list all the static libraries that have been build when compiling waLBerla:

            ...

            ANSWER

            Answered 2021-Aug-27 at 10:43

            En example project structure can be found here.

            For completeness, the file structure looks like:

            Source https://stackoverflow.com/questions/68756085

            QUESTION

            When using texture arrays, why do I not have to bind the sampler to the shader?
            Asked 2021-Apr-04 at 20:28

            I am creating an array of textures using GL_TEXTURE_2D_ARRAY in my code:

            ...

            ANSWER

            Answered 2021-Apr-03 at 09:42

            This has nothing to do with the sampler type. The binding between the texture object and the texture sampler is the texture unit. The texture object must be bound to a texture unit, and the texture unit number must be set to the texture sampler uniform.

            In GLSL almost everything is initialized with 0 respectively 0.0 by default. Therefore the default Binding point is 0. If the texture is bound to the texture unit 0 (GL_Texture0), it is not necessary to set the texture sampler uniform as it is 0 by default.

            Source https://stackoverflow.com/questions/66929515

            QUESTION

            CMake include library in another library
            Asked 2020-Jun-20 at 21:21

            I have a given project structure

            ...

            ANSWER

            Answered 2020-Jun-20 at 20:46

            Your pixel_reader library target possibly needs lodepng.h header to compile, because it depends on it.

            something like

            Source https://stackoverflow.com/questions/62491316

            QUESTION

            Linker problem in QtCreator with C library
            Asked 2020-Jun-16 at 01:30

            I have a a project with the following structure:

            ...

            ANSWER

            Answered 2020-Jun-15 at 17:00

            QUESTION

            Multiple cube map textures behaving strangely when amount of textures increases
            Asked 2020-May-04 at 15:47

            So I've managed to successfully implement batching into my engine, but have come across some weird behavior with the array of samplerCubes in my fragment shader. The batch renderer works fine with 2 texture units - I can successfully draw cubes with the right textures if I only bind 2 textures, but as soon as I add a 3rd to the mTextures vector, and use glUniform1i for that index in the samplerCube array, the wrong texture is displayed, even though the texture id (TexID) is correct (I checked this in the fragment shader).

            The issue appears to be with my understanding of OpenGL as for some reason, the texture what should be displayed by textureCubes[2] (fragment shader uniform) is displayed by textureCubes[1], and textureCubes[2] displays the same texture as textureCubes[0]. What should be displayed by textureCubes[1] just doesn't exist with the 3rd texture bound.

            Here's my code:

            Main.cpp

            ...

            ANSWER

            Answered 2020-May-03 at 07:40

            [...] textureCubes[1], and textureCubes[2] displays the same texture as textureCubes[0].

            The behavior of the fragment shader is undefined, because of:

            Source https://stackoverflow.com/questions/61567783

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install lodepng

            You can download it from GitHub.

            Support

            Detailed documentation is included in a large comment in the second half of the header file lodepng.h. Source code examples using LodePNG can be found in the examples directory. An FAQ can be found on http://lodev.org/lodepng/.
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          • HTTPS

            https://github.com/lvandeve/lodepng.git

          • CLI

            gh repo clone lvandeve/lodepng

          • sshUrl

            git@github.com:lvandeve/lodepng.git

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