devIL

Thats turning out to be way to portentious a name for me :frowning:

I am trying to get the NeHe tutorial on textures to work but I am getting the error:
Exception in thread “main” java.lang.UnsatisfiedLinkError: no DevIL in java.library.path

It looks like the same one I was having trouble with before, I dont get it though, should I pass the Vm multip[le paths for the library location or should I have devil in the same filespace as the other stuff used like openGl and input?

I am really puzzled because I have made sure that the devil library is there but maybe there is something else I can do?

Steve

sounds like your having the same problem I had, this post should help:

http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=LWJGL;action=display;num=1105146053

I was rather disappointed to find out how large DevIL.dll is though, I ended up deciding not to use it because of that…

eh?
313 kB for all 3 dll’s using upx compression.
960 kB uncompressed but you don’t want to distribute anything unless it’s all been squeezed

Hmm, okay I see, kind of.

How where you loading images before you started using devIL? Is it simpler, faster, smaller?

using Java ImageIO.

Devil is just faster, and easier - it’s mostly a convenience. You really don’t have to use it… :slight_smile:

Personally, i convert pictures to my own format at design time using a simple tool. My format is quite simple :

  • Magic cookie
  • image type ( 1d, 2d, 3d, cubemap, … )
  • image flags ( compression flag, byte order flag, … )
  • opengl type ( GL_BYTE, GL_INT, … )
  • opengl format ( GL_RGB, GL_LUMINANCE, … )
  • x size
  • y size
  • z size
  • data

So loading an image is as simple as: read the header, compute data size, load data in a buffer and call gl with type and format.

That’s what I do too except I can’t cope with JPEGs :slight_smile: In fact that’s really all DevIL is useful for - decoding JPEG data.

Cas :slight_smile: