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valderman Mage
Joined: 29 Aug 2002 Posts: 334 Location: Gothenburg, Sweden
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Posted: Sun Jun 22, 2003 10:16 pm Post subject: |
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Ah, but "640k ought to be enough for anyone", right? _________________ http://www.weeaboo.se
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Bjorn Demon Hunter
Joined: 29 May 2002 Posts: 1425 Location: Germany
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Posted: Sun Jun 22, 2003 10:36 pm Post subject: |
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In my experience, zipping up BMP or TGA images makes them nearly as small, if not smaller, as a PNG would have been. A small comparison with the bitmap data of Cave Aventure (a mixed set of BMPs and TGAs):
121 files - 1.56 MB
ZIP: 414 kB
RAR: 329 kB
PNGs: 364 kB
Zipping up the PNGs only makes it bigger (375 kB). So my conclusion is, if you want to distrubute your RPG as a small download, don't use any compression or smart image formats beforehand but let the compression program do all the work. As an example, Allegro supports packfile compression, but disableling this compression will yield a smaller download in the end.
Edit: Heh, but of course I wouldn't want UT2003 to use uncompressed textures. Even when using compressed textures, it's taking 2 Gig of my HD. Without, I think it would have been at least 20 Gig.
Last edited by Bjorn on Sun Jun 22, 2003 10:42 pm; edited 1 time in total
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valderman Mage
Joined: 29 Aug 2002 Posts: 334 Location: Gothenburg, Sweden
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Posted: Sun Jun 22, 2003 10:40 pm Post subject: |
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Well, BMPs look so unprofessional too. I have to come up with my own obscure and über compressed image format...
...oh yeah, sorry for hijacking this thread.
/me hands thread back to Tenshi _________________ http://www.weeaboo.se
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Tenshi Everyone's Peachy Lil' Bitch
Joined: 31 May 2002 Posts: 386 Location: Newport News
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Posted: Sun Jun 22, 2003 11:23 pm Post subject: |
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- Well, I got uncompressed TGA to load, and then I figured out why that worked, and the PNG didn't... so I got PNG to load. So I can use PNGs as textures. Now it's a matter of figuring out how to position a texture on a quad, and then getting the textures into the Object class so that I can actually have multiple objects. Once I get these two things working, all the wrappers will be done and I will be able to continue normally.
- I see the thing about distributing files... compressed versus uncompressed... but in order for that to be good, uhh.. the program would have to be zipped/unzipped every time it's loaded. Personally, I am not comfortable using TGA or BMP formats, which is why I went through all of this extra hell to get a PNG to load. _________________ - Jaeda
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Ninkazu Demon Hunter
Joined: 08 Aug 2002 Posts: 945 Location: Location:
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Posted: Sun Jun 22, 2003 11:28 pm Post subject: |
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I don't see why you're so uncomfortable with them... I mean they'll always yield the same thing in the end.
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Tenshi Everyone's Peachy Lil' Bitch
Joined: 31 May 2002 Posts: 386 Location: Newport News
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Posted: Mon Jun 23, 2003 12:54 am Post subject: |
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- Because on the disk that's too big. =( I have never been a fan of excessive file storage. Especially once you get into online gaming.... you really don't want large files. _________________ - Jaeda
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valderman Mage
Joined: 29 Aug 2002 Posts: 334 Location: Gothenburg, Sweden
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Posted: Mon Jun 23, 2003 12:54 am Post subject: |
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This is how I would do it (note that the vertices are in CCW order to make it face the user):
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex2i(x1, y1);
glTexCoord2f(0.0f, 1.0f); glVertex2i(x1, y2);
glTexCoord2f(1.0f, 1.0f); glVertex2i(x2, y2);
glTexCoord2f(1.0f, 0.0f); glVertex2i(x2, y1);
glEnd(); _________________ http://www.weeaboo.se
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DrunkenCoder Demon Hunter
Joined: 29 May 2002 Posts: 559
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Posted: Mon Jun 23, 2003 5:05 am Post subject: |
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Your tiles / sprites don't have to be powers of two, with some work you can query the maxiumum texture resolution supported by the card (OGL only requires support for 64x64 but most new cards suppoart at least 512x512)
and then save multiple tiles in one texture that way you would get rid of unnecesary (and slow) texture changes. _________________ If there's life after death there is no death, if there's no death we never live. | ENTP
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