CSharpImageLibrary
Image processing library written entirely in C#.
Install / Use
/learn @KFreon/CSharpImageLibraryREADME
CSharpImageLibrary
NO longer maintained :(
Image processing library written entirely in C# and Nuget Packages. This library uses built in Windows codecs as much as possible. This includes the new fancy Windows 8.1+ codecs for DXT1, 3, and 5 loading. For those not on Windows 8.1+, manual codecs are used.
Current Features
- Supported formats: DXT1-5 [Otherwise known as BC1,2,3], V8U8, G8/L8, ATI1, ATI2/3Dc [Otherwise known as BC4 and 5], ARGB (and variants e.g. ABGR), jpg, png, bmp, tga, gif, TIFF.
- Reads mips and uses them when saving.
- Load and save any of the supported formats with, or without, mipmaps.
- Access to Pixel data (RGBA) for all mipmap levels.
- NEW: Ability to split image into its colour channels, and ability to merge up to 4 channels into a single image.
- Speed seems pretty good.
- Easy Object Oriented usage.
- Library (DLL) or UI versions available (UI only on Git, Library on Nuget)
Planned Features
- GPU Acceleration (UPDATE: Failed in V4.0. Will try again later)
Usage
ImageEngineImage img = new ImageEngineImage("path to image file", 512) // Loads image at a max dimension of 512. e.g. a 1024x2048 image would be loaded in as a 256x512 image. BitmapImage bitmap = new BitmapImage(img.MipMaps[0]); // Pseudo code of course, but the mipmap is raw pixels, and needs to be encoded to something else.
Screenshots
Convert Panel Open (DXT5 loaded, converting to G8_L8)

Bulk Convert Panel Open

NEW TESTS!!
Performance Results in Release Mode, working on a 2k texture with Alpha and Mipmaps.

THIS IS OLD NOW. Overall results for loading (in Debug mode)

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