Re: How does Pipmak.getimage work?
Status: Alpha
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cwalther
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From: James C. W. <jfc...@ya...> - 2010-04-20 01:38:11
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Thanks, Christian. -James --- On Mon, 4/19/10, Christian Walther <cwa...@gm...> wrote: > From: Christian Walther <cwa...@gm...> > Subject: Re: How does Pipmak.getimage work? > To: "Content creation for the Pipmak Game Engine" <pip...@li...> > Date: Monday, April 19, 2010, 1:46 PM > > Am I correct in assuming that > the decompressed image in RAM would be > > the same filesize as a BMP version of the same image? > > Probably. 4 bytes per pixel for an RGBA image, 3 bytes per > pixel for > an RGB image, plus maybe 100 bytes of header information > per image. > Pipmak keeps in memory the pixel data of all images that > are in use as > RGBA node backgrounds (for insideness testing) and hotspot > maps, plus > the last-used 20 MB worth of pixel data of currently unused > images (to > speed up loading of already visited nodes). Not all images > that are > currently being displayed are necessarily kept in memory > (by Pipmak at > least, your OpenGL driver may do it anyway), since they are > displayed > from video memory. Pixel data is loaded from disk whenever > it is > needed and not already in memory. In addition, the > Lua-accessible > image objects (whether their pixel data is in memory or > not) are > cached separately until Lua garbage-collects them. > > -Christian > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, > find bugs > proactively, and fine-tune applications for parallel > performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > |