I want to add the library libpng to Xcode to read and write a .png file,
but even if I tried many recommended ways I could not do it.
Actually I have to read an image and manipulate its RGB values for my college project in C and I don't know the process of adding libraries to my IDE.
If you have any idea please help me, and maybe suggesty me if there is another useful PNG library.
Include it via a pod. It has a pod-spec: https://github.com/CocoaPods/Specs/blob/master/Specs/3/7/8/libpng/1.6.18/libpng.podspec.json
Check this out if you don't know pod's: https://guides.cocoapods.org/using/using-cocoapods
Related
it might very well be that this question is ill-posed.
What I try to do is compile a code from GitHub here https://github.com/stereolabs/zed-oculus
to get the ZED stereo camera video displayed inside the Oculus.
I am working with Visual Studio for this project and unfortunately I am a total newbie with CMake. I came across several tutorials how to work with CMake and while I understand how to add include directories for a VS solution (without using CMake) I completely do not understand what these 2 beginning parts of CMake-code are trying to do:
SET(OCULUS_PATH "OCULUS_SDK_ROOT_DIR-NOTFOUND" REQUIRED CACHE STRING "Path of OVR SDK folder. eg: C:\\ovr_sdk_win_0.17.0\\OculusSDK")
SET(SDL_PATH "SDL2_ROOT_DIR-NOTFOUND" REQUIRED CACHE STRING "Path of SDL2 folder. eg: C:\\SDL2-2.0.
I don't know even the correct syntax to use for the folders. On my system I have the Oculus SDK under C:\OculusSDK and the SDL under C:\SDL. Unfortunately all the examples I've found on StackOverflow so far look completely different or are using Linux based folder script.
So could please someone explain to me what the above rows of code are trying to accomplish and what code should I use given the names of my directories?
Thanks a lot!
I am trying to write a simple application trying to get my feet wet with VTK. Here is where I am so far. After searching for a while and attempting to download and build with CMAKE unsuccessfully, I found this blog from KitWare: https://blog.kitware.com/kitware-packages-on-os-x-with-homebrew/
So, I went off, installed homebrew, I believe "installed" VTK and Insight ToolKit. This was followed by self high-fives and all around self-congratulations. But.. I'm still not where I need to be.
I can't seem to sort out where to go from here. I believe I'm at the critical "now link the libraries with your project" state. I can find the installs under "/usr/local/cellar/Vtk/7.0.0_5/include/" and "/usr/local/cellar/Vtk/7.0.0_5/lib/" folders. The "include" folder has a bunch of ".h" files. The "lib" folder has a bunch of ".dylib" files. In a Xcode (V8.1) CoCoa Project, I've linked iokit, cocoa, and openGL frameworks and it builds. However, when I try to include something like "vtkActor.h", it fails to find it unless I specifically link that file.
Updated! Screen shot of search paths:
So, my questions are thus:
Am I actually done installing? I thought I was to end up with some ".a" files. Whats up with that?
If I am done, and I'm linked to all those .dylib files, why isn't it working? Should I link to all the ".h" files?
I've tried linking the folder "usr/local/cellar/vtk" folder, but it fails. Should I be doing that, but making it "recursive" I believe is the word.
Long run for a short slide... Anyone have any good tutorials/examples of a running Xcode OS X project so that I can get an idea how these libraries actually interact once I can even get them linked?
Thanks so much for your wisdom in advance. If anyone would have the kindness for mentorship off-stack until I can get up and running, I'd much appreciate it.
so i'm using appcelerator studio, and when i run a build i get a bunch of libpng warnings about iccp
i'd very much like these warnings to go away - i don't know how.
i'm running a vanilla windows 10 build, so while i'm happy to do "stuff" to fix the hundreds of images that trigger the warning, i'd really like step-by-step, uh, steps to do so.
if on the other hand there is a simple way to tell appcelerator studio to stop using libpng 1.6 (or somehow downgrade to libpng 1.5?) that would be swell
or just tell appcelerator studio to ignore warnings - that would be neat too.
anything i can do is most welcome.
see this question for more details than i gave about the issue!
To fix the PNG files, you can use any libpng16 application to read them and rewrite them. You'll get the warnings once during this operation but not when you reread them later. You can use ImageMagick's "convert", GraphicsMagick's "gm convert", pngcrush (disclaimer, I wrote pngcrush), or any other PNG editor built with libpng16.
To suppress the libpng16 warnings about sRGB profiles without fixing the PNG files: if you can rebuild the application, add this line to the application source:
png_set_option(read_ptr, PNG_SKIP_sRGB_CHECK_PROFILE, PNG_OPTION_ON);
or you can rebuild libpng16 with the configure option
CPPFLAGS=-DPNG_sRGB_PROFILE_CHECKS=-1
This is likely because it's a project you created in Titanium 3.x or older and now run with Titanium 4.x or later, am I correct?
In 4.x we switched to use the Material Design theme which no longer uses PNGs but color palettes. Read about the change in the release notes and docs.
the problem is obvious from the title, http://typeface.neocracy.org offline. It was used to convert fonts and used in conjunction with THREE.TextGeometry. But if it is offline, how is now possible to use custom fonts in three.js?
I made a new converter that outputs the same files as typeface.js.
http://gero3.github.io/facetype.js/
I loaded the source, but as far as I can see there is no chance to create the JS-font-files with this distribution. Maybe for someone with deep perl-knowledge...? In any case I installed perl, the ppm and dmake but trying to exec the Makefile only leads to errormessages about missing files. No - this is no alternative to the online-converter. Even worser: I didn't find any other converter or another side using the same one (cufon seems to create another format). So let's hope the site comes back to live - otherwise the great textfeature of three.js is worth nothing in the moment.
My mentor has a problem running an xcode project. He found out that the png images should be non interlaced to compile in xcode4.
Can anyone suggest some tools to make the png non interlaced. I donot know much about the concepts of images.Kindly help
smushit can do that. You can use it inside your application, here is an exemple: http://matthecat.com/blog-lire-11-utiliser-smush-it-sur-son-site.html