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Thread: JPEG Image Decoder (E2)

  1. #11
    Wirererer Manslaughter's Avatar
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    Default Re: JPEG Image Decoder (E2)

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  2. #12
    Ursus maritimus Drunkie's Avatar
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    Default Re: JPEG Image Decoder (E2)

    I am quite impressed, but what advantages does it have over a typical image loader consisted of raw pixel data in text files? It seems like more work for the same results, and it only loads .JPEG files.

    Sorry if I criticized too much.

    Edit: Wait... Is one of those 256x256 pictures represented in 1 text file under 100 kb?
    Last edited by Drunkie; 03-17-2010 at 09:18 PM.

  3. #13
    I think I think too much -HP-'s Avatar
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    Default Re: JPEG Image Decoder (E2)

    Quote Originally Posted by Drunkie View Post
    I am quite impressed, but what advantages does it have over a typical image loader consisted of raw pixel data in text files? It seems like more work for the same results, and it only loads .JPEG files.

    Sorry if I criticized too much.

    Edit: Wait... Is one of those 256x256 pictures represented in 1 text file under 100 kb?
    Advantages: yes, those 256 by 256 pictures are in one text file under 100kb. that's the point of encoding pictures: small size.

  4. #14
    Wirererer Josef's Avatar
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    Default Re: JPEG Image Decoder (E2)

    Exactly. With appropriate compression of the source image, you could load a decent 512x512 image in one file. It certainly doesn't have speed going for it - that sort of image will take 10-15 minutes to decode at normal quotas - but the complexity was sort of the point. You could load a file with uncompressed RRGGBB data and display it easily in under 100 lines of code. I wanted the challenge of decoding something harder. JPEG is the most commonly-used image format, and coming up with even a bare-bones implementation took ~500 lines, plus there's a lot of interesting algorithms that someone could build upon for their own projects if they were interested: Huffman coding, Discrete cosine transforms, mathematical bitwise operations, color space conversion, a workaround to the binary file limitation of fileLoad().

  5. #15
    Wire Sofaking N00bDud3's Avatar
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    Default Re: JPEG Image Decoder (E2)

    This is just EPIC!
    Now if only there was an easy way in GMod Lua to take an image, put in on a transparent background of a size allowable in Source (Squares, power of 2 length/width), then save it as a .vtf and create a .vmt with unlitgeneric shader, then implant both files to everyone automatically so everyone could use/see it. That could be very difficult and take up a lot of bandwidth though...



  6. #16
    has a custom title mattwd0526's Avatar
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    Default Re: JPEG Image Decoder (E2)

    Or you could do that out of game and upload the texture & material to the server?

  7. #17
    Wire Amateur riffraffselbow's Avatar
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    Default Re: JPEG Image Decoder (E2)

    Quote Originally Posted by Josef View Post
    Exactly. With appropriate compression of the source image, you could load a decent 512x512 image in one file. It certainly doesn't have speed going for it - that sort of image will take 10-15 minutes to decode at normal quotas - but the complexity was sort of the point. You could load a file with uncompressed RRGGBB data and display it easily in under 100 lines of code. I wanted the challenge of decoding something harder. JPEG is the most commonly-used image format, and coming up with even a bare-bones implementation took ~500 lines, plus there's a lot of interesting algorithms that someone could build upon for their own projects if they were interested: Huffman coding, Discrete cosine transforms, mathematical bitwise operations, color space conversion, a workaround to the binary file limitation of fileLoad().
    What's does the speed bottleneck come from: filesize, or output screen size?

    Like, if I were to make a 10kb 256x256 jpeg (with heavy compression), would it render much faster?

    Or, alternatively, would a 35kb 128x128 jpeg render faster than your example?
    If this post is less than five minutes old, assume there's some grievous error in the code. Wait for it, I'll slap my forehead and come edit it.
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  8. #18
    Wire Noob TimeShift's Avatar
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    Default Re: JPEG Image Decoder (E2)

    Man! You're as awesome as your E2!

    Congratulations.

  9. #19
    Wirererer Pangamini's Avatar
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    Default Re: JPEG Image Decoder (E2)

    Now don't you want to write a midi -> wireMidi converter?

  10. #20
    Wire Amateur Tobias's Avatar
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    Default Re: JPEG Image Decoder (E2)

    Wow Man Nice Job!!!!!

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