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If you're trying to go cross-platform with Mac OS X and WinXP and only need libpng for PNG support, you could forego libpng and QuickTime, since both OSes support reading and writing PNG data. Use CoreGraphics on Mac and GDI+ on Windows.
Quoting P McIlroy <email@hidden>:
I have an app that currently uses the QuickTime sdk to open png files on OSX, but uses .bmp files everywhere else. I would like to make it more portable, using libpng.
I see via Spotlight that there is a copy in /Developer/SDKs/......./ libPng.dylib
Can I use the methods in this, and get rid of the quicktime stuff without distributing libpng as part of the app, or do I need to continue to use Quicktime? Since I need to use libpng methods anyway, it might be simpler to use the same interface on OS X as well.
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| References: | |
| >libpng.dylib and carbon: do they play well together? (From: P McIlroy <email@hidden>) |
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