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Tom Speirs

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3 minutes ago, Draco1962 said:

Looks like it is retaining some of the "glare" from the "on" frame. Does it seem to do this if you go to another table? Is it possible this is from the image cache?

Same on other tables. My guess is the 2nd (off) frame is being cropped somehow to remove the transparent area from it, and then is being overlayed on top of the first / on frame (or the area outside the smaller cropped size isn't refreshed). I could add a single black pixel in each corner of the 'off' frame to try and prove that if it would help

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  • 1 month later...

Hi Tom, thought i'd resurrect this thread for an apng display issue (rather than in the errors logged in 32 bit thread).

Problem with this test apng wheel image;

1631800266_AC-DCPwrUpEdition(Original2020)(5).png.ad2fb9197ce06b047de5ee86fcf32b1e.png 

it gets cropped in pinballx 4.80;

image.thumb.png.35d6af559244a6b004ed91f9f852de26.png

The cropping differs between frames, sometimes top and bottom sometimes on left and right. There is a lot of transparency used so maybe that's throwing PinballX out?

Wheel image cropping is turned off in Display Settings, and i added the wheel to PinballX using a .apng extension (i just changed it to .png to paste here)

Let me know if you need more info / examples.  Thanks.

AC-DC Pwr Up Edition (Original 2020).apng

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  • 2 weeks later...

@Tom Speirs

In addition to last post. Is there any general guidance for apng use in PinballX when used as wheel images (general pinballx performance / internal limits etc)?

E.g.

Total Frames - Does this matter to Pinballx (other than more frames will increase file size)?

Frame Timing - As you have 5 wheel images displayed at any one time does it matter if all of them have  the same frame delays, or would offsetting by 100th sec here and there have a benefit?

File Size - Seems obvious that smaller files will be better for reading from disk and then use less memory. Is this the main thing to consider when building apng wheel images?. In the example above the apng is pretty highly compressed and is actually smaller than a lot of my static png wheel images - so i guess it should be ok to use even though there's quite a lot of frames (and would then also be ok with variations of similar for 100's of  other wheels?)

 

I guess the same factors would apply for gifs as well as apngs -  but because of the transparency handling in gifs i never got round to using a lot of those for wheel images, with apng i probably will :)

Thanks for any tips you can give..

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Just a random thought on apngs for wheels...    should pinballx only animate the wheel image of the currently selected table (so just static image / first frame for the other 4 visible smaller wheel images)?, maybe as config option?

Guess this would use less resources,  keep things smooth and maybe avoid the crash issues i've seen with the 32bit version in the other thread?.  Probably won't help with the cropping issue here, but figured i'd mention it as an idea while you're looking at this.  

 

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  • 4 weeks later...

Hi Tom

Just for info, i've removed the area that was getting cropped from the animated wheels above (just posted the app that builds them as they work well with 4.84),  the same background effect could be achieved by using an underlay if desired anyway. So no pressure from me on this, but a probably good to get it resolved at some stage.

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  • 3 weeks later...

Im guessing there not supported right now but will look into it buddy.

They actually use different code than the usual direct3d library that supports apng.

PS: In regard to the source code for apng and your PM. Understand that I have no problem with that. Just getting round to it is why I didnt reply.

Cheers.

Tom.

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Apng loading images would be pretty cool - even better if a default loading.apng is included with the install (sorry Tom but i do seem to remember the default loading.gif did look a bit ugly round the edges on a 4k screen! :D)

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