Hey there, I'm a bit confused why your map textures are so big in the above example. If the map is about the same size as the screen, containing unique textures all over the map, then you'll need around 1600x1200 pixels, at three bytes per pixel. That's 5.7Mb for enough textures to cover a screen-sized map.
You said you're not using animation frames yet, so I don't think that's the reason why your texture is so much bigger than my calculation. Can the user zoom in on the map, so the textures are really higher resolution than the screenshot you posted? I'm probably just confused, but thought it worth asking, just on the offchance that it isn't me who's overlooking something for once. :-) Cheers, Jonathan On Oct 24, 6:25 am, josch <[EMAIL PROTECTED]> wrote: > thx for the great input guys! I will consider this ideas! > lower bit depths dont work for me i think because I i.e. need multiple > alpha values. > scissoring and "dirty rectangle" sound reasonable but i doubt they > will be useful most of the time as the user only needs high framerates > when moving around the map a lot. When the user doesnt do anything > then i only need 6 updates/second. And with moving the scissoring > might have an effect but i doubt it would be worth the effort for now. > I think I will try to stick with optimizing the texture usage and > return here after this also didnt work as expected. > > As far as I understood it, texture regions are better packed when > orderly adding those of the same size right? > If I add for example 32x32 and 64x64 images alternating more space > will be wasted then when for example first adding all 32x32 and then > all 64x64, right? > Where can I look up how textures are packed and how I can > intelligently increase the packing? > > When analyzing how many pixels my loaded images have and what was used > in the texture there was only 64% used. I think as all images are of > multiple of 32 in size this could be highly optimized! --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
