Yeah, with current DMA hard drives loading uncompressed images is
going to be pretty quick.  Since these drives can read 20-50MB/s.

Note, that uncompressed .tga files often compress better with 7zip
compression than what png files can be compressed to.

However for computers where DMA isn't working, or just a slow hard
drive, then compressed images will load faster.

Cheers,

On 1/20/07, David Gowers <[EMAIL PROTECTED]> wrote:



On 1/20/07, Bob Ippolito <[EMAIL PROTECTED]> wrote:
> On 1/19/07, Kamilche <[EMAIL PROTECTED]> wrote:
> > I discovered a technique for loading graphics quickly using Pygame,
> > about 30x faster than a straight pygame.image.load .
> >
> > The gist of it is convert the picture to a string with
> >
> >     s = pygame.image.tostring(pic, 'RGBA')
> >     w, h = pic.get_size()
> >
> > and later, when loading, use
> >     pygame.image.frombuffer(s, [w, h], 'RGBA')
> >
> > Unfortunately, I can't use it in my current project, because I need to
> > access the color palette of 256 color images. I can't use this technique
> > to store and load these palettized images, because images come out solid
> > black.
> >
> > Hope this technique comes in useful to someone else tho! (Someone that
> > doesn't need 256 color images.)
>
> That doesn't seem to make any sense... you've already loaded the
> picture, why convert it to a string just to convert it back to a
> picture? It's using up about the same amount of RAM as a string or as
> an image object.

You misunderstand I think. It looks to me like he is saying 'convert the
image to a string and save that', then when loading just load the string.

Which is going to be faster, of course -- no decompression or headers. It
just strikes me if this kind of thing is critical then he's probably loading
the images at the wrong point.


Reply via email to