forked from bartvdbraak/blender
.. | ||
intern | ||
CMakeLists.txt | ||
IMB_imbuf_types.h | ||
IMB_imbuf.h | ||
IMB_moviecache.h | ||
IMB_thumbs.h | ||
readme.txt | ||
SConscript |
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: edit the following files: blender/source/blender/imbuf/intern/util.c blender/source/blender/src/filesel.c blender/source/blender/src/screendump.c and add your extension so that your format gets recognized in the thumbnails. Step 6: Alter the build process: For scons you need to edit blender/source/blender/imbuf/SConscript and add in your additional files to source_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. Step 7: Its also good to add your image format to: makepicstring in blender/source/blender/blenkernel/intern/image.c