SDLIMAGE™: THE AWARD WINNING VIDEO GAME VISUAL QUALITY BOOSTER

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For years, Sdlimage™ have been working hard at improving award winning video games. Today, Sdlimage™ 9.2 continues on next generation platforms such as PlayStation 3™ & Xbox™360™, performing even better!


Introducing Sdlimage™ 9.2

If you are creating interactive realtime 3D games, Sdlimage™ 9.2 is something you must consider!


"Destroy All Humans" by & © 2005 THQ / Pandemic Studios Brisbane for Xbox and PlayStation 2

Visually enhance your game

Sdlimage™ 9.2 is the all-in-one, turn-key solution that provides dramatic quality improvement to real time 3D games. It processes textures and generates mipmaps by using latest image spectrographics analysis, bringing unmatched competitive advantage at a fraction of the cost. By respecting artists' point of view, Sdlimage™ 9.2 emphases achieved results at realtime with no technical constraints — there is no code to be included in your runtime.




"Nightmare Creatures 2" by & © 2000 Kalisto / Universal / Konami for PlayStation and Dreamcast

Outstanding results

Sdlimage™ has been used for 11 years now, and several games benefited from its unique hi-performance processing algorithm collection.
Its superiority comes from our long experience in the video game industry as Sdlimage™ track record proves it. Whatever your game is — be it cartoon-like or realistic — Sdlimage™ respects your artist genuine artworks as demonstrated in Nightmare Creatures 2 with its unique impressive granitic look.



"Winnie the Pooh" by & © 2001 Disney / NewKidCo / DokyDenki for PSOne, Dreamcast and N64

Unique features

Among many features, we can outline some as follows:
— Built-in Advanced Signal software Processor that removes texture artefacts generated at runtime and takes the most from your preferred console's Graphics Processor Unit hardware,
— Filtered mipmaped texture generation
— Reduces the number of colors to the required number whatever the original source is (reducing from true-color to 4-bit color in a snap),
— Texture and normalmap preparation for better compression ratio
— Hassle-free transparency handling,
— All operations are performed offline. No code is required in your runtime thus Sdlimage™ does not grab any bit of power from your 3D engine.



"Tigger's Party" by & © 2003 Disney / NewKidCo / DokyDenki for PSOne, Dreamcast and N64

What's in the box?

With Sdlimage™ you get:
— the PC-based library for Windows (.Lib, .DLL, *.h) that nicely fits in your production toolchain.
— Getting Started, a 100-page Book as a PDF file
— a set of sample C++ source files to help you integrate Sdlimage™ 9.2 into your toolchain





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Sdlimage™ 9.2 features

The list of specs is subject to change without notification:

FEATURESSdlimage™ 9.2
APIFull C++ api
Maximum texture size2048x2048 pixels (16 times improvement over v9.1)
Color reduction Variance minimization: Better dynamic range now supports 7-bit, 1 dropped (13% improvement over v9.0)
Include 5 different algorithms — Palette sharing among several images — Tiling support
Quantization matrixMaximum 256×256 pixels per block
Scaling Isotropic and anisotropic size enlargement and reduction — Rough or built-in convolution filter — Support for transparency and opacity mask
TransparencyAlpha blending, punch thru and opacity are supported in all functions
Image supportRaw format — Direct memory mapped
Image windowAll functions
FilteringSpacial — Spectral: DCT, Wavelets
Color countUltra-fast
Processing speedLightning fast
File format supports (both load/save)RAW formats and BMP, GIF, TGA, TIFF, PNG and more
Pixel format support:4-bit and 8-bit indexed, A1RGB 12-bit (Playstation One), R5G5B5 15-bit, R5G6B5 16-bit, and A1R5G5B5 16-bit, RGB 24-bit, ARGB 32-bit
Pixel format support for Normal maps and Vector fields:RGB 24-bit, ARGB 32-bit and up to 3×32-bit floating point

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