On Wed, Oct 22, 2008 at 11:12 PM, josch <[EMAIL PROTECTED]> wrote:
> ... So what do I do? I need this much space!

I think there are two general ways to proceed, depending on what your
application needs.

Case 1) You need the 2048x2048 space for texture data, but not all at
once on the screen.  This would be the case if the application is a
game and the texture data contains all the animation frames for
sprites, backgrounds, etc., that appear in the game.

In this case I would proceed by dividing the data into more textures
that get used as needed.  An idea is to have one texture per enemy
type.  If the enemy type doesn't appear on screen, the texture can be
paged out until needed.  With this method you would still get a
slowdown if lots of enemy types appeared onscreen at once, but that is
reasonable.

Case 2) You really do need the 2048x2048 space on the screen all at
once.  I would proceed by resizing the texture data itself.  Instead
of one 2048x2048 texture, scale the image data down by a factor of 2
to get a single 1024x1024 texture (perhaps using PIL).  Then draw this
texture to the same size as previously.  It won't be as crisp with the
same detail but it will be fast.  This is like turning down the
"graphic detail" setting on lots of games to get your framerate up.
You should make this an option so that users with better graphics
cards get the full textures.
--
Nathan Whitehead

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