I want to do a texture mapping to a PPM file in C++. Is there some way I can load the PPM file. Thanks.
PPM is a trivial image file format to read; it's well documented here.
A few lines of C++ are all you need: example.
Related
I need to read images in HDF5 format in my c++ code. I googled and it seems I can use ITK. Could you please let me know if there is such a possibility?
PS1. HDF5 images are in *.h5 format.
PS2. I'm using ITK to read images like png and jpg formats.
Thanks in advance,
I believe you can use ITK to read it. A good way to check whether your image file format is supported by the ITK's reader is to try opening your image using Slicer. If the file opens correctly, you are good to go.
If not, ITK might still read it as Slicer essentially only cares about 2D, scalar 3D and some special vector 3D cases.
I have converted an image sequences into .raw file for volume rendering purpose using ImageJ.
I have tried open the .raw file using text editor like notepad++, and try to look for the file structure but unfortunately, it has no header thus raw file and all the data is in binary format.
Thus, is there any way to convert the image sequence by writing out a tool in c++ as i cant managed to found .raw file specification for volume dataset.
to read bmp files we may use this http://msdn.microsoft.com/en-us/library/dd183376(VS.85).aspx
as the header file and then get rgb triplets. How to get the rgb triplets of jpeg file, is there any such header file available. Please share the link if any.
The JPEG file format does not store the rgb triplets directly but it uses some sort of image compression. The file actually contains blocks of 64 (if I remember correctly) pixels which are attributed with a cosine pattern defining the actual colors.
You really should use a library (libjpeg, imagemagick, gd, ... e.g., depending on your use case) to read and decode the files and generate the rgb triplets in memory.
According to the answer to this question on MSDN, you could use the GDI+ component, which can load not only BMP, but JPG and other image formats too. From it, you will get a memory bitmap.
Here is an example on how to do that.
Check this library: libjpeg. This library implements JPEG image encoding, decoding,
and transcoding.
I am developing cocos2d game. Where I am trying to create CCLabelBMFont. In resource I have .fnt file and .tga file. Is it possible to make CCLabelBMFont with .fnt file and .tga (instead of png)
No.
You can only use PNG, JPG or PVR image files. Just about any image program will be able to convert an image from TGA to PNG in a second.
I am having a bit of a problem.
I get a RAW char* buffer from a camera and I need to add this tags before I can save it to disk. Writing the file to disk and reading it back again is not an option, as this will happen thousands of times.
The buffer data I receive from the camera does not contain any EXIF information, apart from the Width, Height and Pixels per Inch.
Any ideas? (C++)
Look at this PDF, on page 20 you have a diagram showing you were to place or modify your exif information. What is the difference with a file on disk ?
Does the JPEG buffer of your camera contain an EXIF section already ?
What's the difference? Why would doing it to a file on the disk be any different from doing it in memory?
Just do whatever it is you do after you read the file from the disk..
As far as I know EXIF data in JPEG is continuous subpart of file.
So
prepare EXIF data in memory
write part of JPEG file upto EXIF
write prepared EXIF
write rest of JPEG file
You might want to take a look into Exiv2 library. I know it can work on files but I suppose it also has functions to work on memory buffers.