HDR - converted to LDR, unless loaded with HDR functions (RGBE or RGBdivA or RGBdivA2)
Writeable Image Formats:
TGA - Greyscale or RGB or RGBA, uncompressed
BMP - RGB, uncompressed
DDS - RGB as DXT1, or RGBA as DXT5
Can load an image file directly into a 2D OpenGL texture, optionally performing the following functions:
Can generate a new texture handle, or reuse one specified
Can automatically rescale the image to the next largest power-of-two size
Can automatically create MIPmaps
Can scale (not simply clamp) the RGB values into the "safe range" for NTSC displays (16 to 235, as recommended here)
Can multiply alpha on load (for more correct blending / compositing)
Can flip the image vertically
Can compress and upload any image as DXT1 or DXT5 (if EXT_texture_compression_s3tc is available), using an internal (very fast!) compressor
Can convert the RGB to YCoCg color space (useful with DXT5 compression: see this link from NVIDIA)
Will automatically downsize a texture if it is larger than GL_MAX_TEXTURE_SIZE
Can directly upload DDS files (DXT1/3/5/uncompressed/cubemap, with or without MIPmaps). Note: directly uploading the compressed DDS image will disable the other options (no flipping, no pre-multiplying alpha, no rescaling, no creation of MIPmaps, no auto-downsizing)
Can load rectangluar textures for GUI elements or splash screens (requires GL_ARB/EXT/NV_texture_rectangle)
Can decompress images from RAM (e.g. via PhysicsFS or similar) into an OpenGL texture (same features as regular 2D textures, above)
Can load cube maps directly into an OpenGL texture (same features as regular 2D textures, above)
Can take six image files directly into an OpenGL cube map texture
Can take a single image file where width = 6*height (or vice versa), split it into an OpenGL cube map texture
No external dependencies
Tiny
Cross platform (Windows, *nix, Mac OS X)
Public Domain
Usage:
SOIL is meant to be used as a static library (as it's tiny and in the public domain). You can use the static library file included in the zip (libSOIL.a works for MinGW and Microsoft compilers...feel free to rename it to SOIL.lib if that makes you happy), or compile the library yourself. The code is cross-platform and has been tested on Windows, Linux, and Mac. (The heaviest testing has been on the Windows platform, so feel free to email me if you find any issues with other platforms.)
Simply include SOIL.h in your C or C++ file, link in the static library, and then use any of SOIL's functions. The file SOIL.h contains simple doxygen style documentation. (If you use the static library, no other header files are needed besides SOIL.h) Below are some simple usage examples:
load an image file directly as a new OpenGL texture
actually, load a DDS cubemap over the last OpenGL cube map, default format
try to load it directly, but give the order of the faces in case that fails
the DDS cubemap face order is pre-defined as SOIL_DDS_CUBEMAP_FACE_ORDER
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