On Wed, Apr 18, 2012 at 03:28:11PM -0700, Streets Of Boston wrote:
> The size of the JPG/PNG file has almost nothing to do with the size of the 
> corresponding image in memory.

Hopefully those who HAVE been saying that will read this.

> An RGB_565 takes 2 bytes per pixel (5+6+5=16bits=2bytes).

Yes, but you lose color detail...again, that goes directly against the
entire objective of my app.  For the "goofy" stuff, sure, RGB_565 is
fine.  But for photographic filters (solid color, graduated, split-field,
fog, diffusion, etc.  And given their semi-transparency, RGB_565
definitely isn't a fit for those bitmaps (which don't need to be
full-sized until saving the photos with filters, and then there's only
one bitmap with all of the combined filters).).

> An ARGB_8888 takes 4 bytes per pixel.  This means a 5MPixel image will
> take 5M*2 = 10MByte in RAM when using RGB_565 or 5M*4=20MByte in RAM
> when using ARGB_8888.

Hmm, here's a thought...is there a bitmap type that I missed, that has
alpha values like ARGB_8888, but only uses 16-bit color?  Those
definitely don't need 24-bit color---only the actual photo needs 24-bit.

> I have an image editor in the market and I managed to process full-sized 
> images, reverting back to RGB_565 when necessary.
> My image editor only applies *linear *filters. I.e. filters that modify 
> every pixel in an image the same way, regardless of the pixel's position or 
> its neighbors. This allows my app to chop up large images into smaller ones 
> and deal with the smaller ones one by one. If not, i would need, at some 
> point in time 2 copies of the image: The original and the modified.  

Can you point me to the right docs, tutorials, etc., to work out how to
do that?

Thanks,
   --jim

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