Hi,
In another thread muk posted this link to some sprites and tilesets: www.reinerstileset.4players.de:1059/
I downloaded one of the sprites and wrote a small blitzmax app that loads and animates the bmp files. But they contain too much "empty space", or what do you call it, around the character. So i wrote a quick and dirty Sprite Optimizer (tm)(c)(r)(etc).
Since Sprite Optimizer (tm)(c)(r)(etc) cuts away all the unneeded pixels aroudn a sprite, the sprite should use less memory when stored in videoram. Well, it doesn't according to memalloced().
While I write this I realized that bmax should resize all images to the nearest power of 2 in order to make it compatible with older graphics cards (like mine, i guess), but some of the images gets cut so much that I believe it should be at least some small difference.
Anyway, to sum it all up:
1) Do memalloced() report video ram usage too?
2) If the graphic card compress the images, do memalloced() use that size instead of the "raw" size?
One character animations uses 19501652 bytes according to memalloced() (384 images), I hope this isn't true when it's stored in video ram.
Or am I way wrong here?
In another thread muk posted this link to some sprites and tilesets: www.reinerstileset.4players.de:1059/
I downloaded one of the sprites and wrote a small blitzmax app that loads and animates the bmp files. But they contain too much "empty space", or what do you call it, around the character. So i wrote a quick and dirty Sprite Optimizer (tm)(c)(r)(etc).
Since Sprite Optimizer (tm)(c)(r)(etc) cuts away all the unneeded pixels aroudn a sprite, the sprite should use less memory when stored in videoram. Well, it doesn't according to memalloced().
While I write this I realized that bmax should resize all images to the nearest power of 2 in order to make it compatible with older graphics cards (like mine, i guess), but some of the images gets cut so much that I believe it should be at least some small difference.
Anyway, to sum it all up:
1) Do memalloced() report video ram usage too?
2) If the graphic card compress the images, do memalloced() use that size instead of the "raw" size?
One character animations uses 19501652 bytes according to memalloced() (384 images), I hope this isn't true when it's stored in video ram.
Or am I way wrong here?