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blender-archive/source/blender/imbuf/readme.txt
Kent Mein e3080c9580 Added support for outputting bmp's
The padding is slightly messed up, so it produces somewhat trunkcated images
however it works.  I'll try and fix it later but I have to go home now.
Its atleast usable at this stage.

I moved bmp_decode.c to bmp.c and cleaned it up a little bit.

Kent
2004-01-09 22:04:08 +00:00

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The following 4 steps to adding a new image format to blender, its
probably easiest to look at the png code for a clean clear example,
animation formats are a bit more complicated but very similar:
Step 1:
create a new file named after the format for example lets say we were
creating an openexr read/writer use openexr.c
It should contain functions to match the following prototypes:
struct ImBuf *imb_loadopenexr(unsigned char *mem,int size,int flags);
/* Use one of the following depending on whats easyer for your file format */
short imb_saveopenexr(struct ImBuf *ibuf, FILE myfile, int flags);
short imb_saveopenexr(struct ImBuf *ibuf, char *myfile, int flags);
/* Used to test if its the correct format
int IMB_is_openexr(void *buf);
Step 2:
Add your hooks to read and write the image format these go in
writeimage.c and readimage.c just look at how the others are done
Step 3:
Add in IS_openexr to blender/source/blender/imbuf/IMB_imbuf_types.h
Add in R_openexr to source/blender/makesdna/DNA_scene_types.h
Step 4:
Add your hooks to the gui.
source/blender/src/buttons_scene.c
source/blender/src/toets.c
source/blender/src/writeimage.c
Step 5:
Alter the build process:
For autoconf you need to edit blender/source/blender/imbuf/Makefile.am
and add in your additional files.
For msvp you need to edit blender/projectfiles/blender/imbuf/BL_imbuf.dsp
and add in your additional files.
If you have any external library info you will also need to add that
to the various build processes.