{"author_name":"Nnnnneeeedddd","cat":"MiniLD","comments":[{"author_name":"GMan1337","time":"July 5, 2014 10:40 am","epoch":1404574800,"text":"Im not much experiensed wiht Java Light wight game librari <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/frownie.png\" alt=\":(\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/> sorry man. all i haerd is that its a game set of jars for easy game development :d here ill give you a link to some videos to help you out <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/> best of luck!","spam":"N"},{"author_name":"FyberOptic","time":"July 5, 2014 12:41 pm","epoch":1404582060,"text":"I&#8217;ve used slick-util quite a bit with LWJGL and never had that particular problem.   Perhaps it&#8217;s not able to interpret something added by the program you&#8217;re making the PNGs in.  Try opening and saving them again in another program, just to help rule that out.","spam":"N"},{"author_name":"Nnnnneeeedddd","time":"July 5, 2014 1:27 pm","epoch":1404584820,"text":"Ok thanks guys. I worked out that the image had to be a power of two. Also if somebody could tell me how to use only a part of an image with slick-util so i could make a sprite sheet that would be amazing.","spam":"N"},{"author_name":"FyberOptic","time":"July 5, 2014 5:33 pm","epoch":1404599580,"text":"Ah okay cool, glad you got it sorted.","spam":"N"},{"author_name":"Nnnnneeeedddd","time":"July 6, 2014 3:50 am","epoch":1404636600,"text":"Thanks dude you are awesome!!!!! \ud83d\ude00 \ud83d\ude00","spam":"N"},{"author_name":"jedilemons","time":"July 8, 2014 8:17 am","epoch":1404825420,"text":"I always just load it through a BufferedImage and put the pixel information into a ByteBuffer by doing","spam":"N"},{"author_name":"marccspro","time":"July 10, 2014 3:37 am","epoch":1404981420,"text":"Here is my way of loading textures in lwjgl:","spam":"N"}],"epoch":1404563040,"likes":1,"metadata":{"p_key":"29707","p_author":"Nnnnneeeedddd","p_authorkey":"28575","p_urlkey":"65171","p_title":"What should i use to load images in lwjgl?","p_cat":"MiniLD","p_event":"LD29","p_time":"1404563040","p_likes":"1","p_comments":"9","p_status":"UPD5","us_key":"28575","us_name":"Nnnnneeeedddd","us_username":"\/author\/nnnnneeeedddd\/","event_start":"1398384000","event_key":"22","event_name":"LD29"},"text":"<p>I thought this would be a good place to post this question.<\/p>\n <p>LWJGL doesn&#8217;t have a built in texture loader so what is the best thing to\u00a0use to load textures.<\/p>\n <p>I tried the slick-util but it gave me an error. If it is possible to load images without any added libraries that would be awesome.<\/p>\n <p>this is the error that the slick util gave me:<\/p>\n <p>WARN:class org.newdawn.slick.opengl.PNGImageData failed to read the data<br \/>\n java.lang.UnsupportedOperationException: Unsupported format for this image<\/p>\n <p>Thanks in advance!!<\/p>\n <p>Ned<\/p>\n <p>EDIT:<\/p>\n <p>I sorted that problem however if somebody could tell me how to use a part of an image so i can make a sprite sheet, that would be awesome<\/p>\n <p>Thanks in advance !!<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/images\/\" rel=\"tag\">images<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/lwjgl\/\" rel=\"tag\">lwjgl<\/a><\/p>","time":"July 5th, 2014 7:24 am","title":"What should i use to load images in lwjgl?"}