Skip to main content
gamedev.net
🔒 Locked

Memory issues

Started by roseap Apr 13, 2001 at 6:50 PM 1 replies 400+ views
Original Post
roseap
roseap
I was wondering if I could consult with someone who knows some advanced stuff about DirectX... I''m part of a team making a 2D game in Direct3D (to take advantage of alpha-blending...) and the graphics in the game seem to be taking up MUCH more space in RAM than we expected, about 3-4 times as much. I was wondering if there was more going on than I though with the Direct Draw surfaces. Each surface is being tagged as a texture in the surface descriptor, ie: ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE; Is there something I''m missing about how the surfaces are stored that would account for such a miscalculation. Believe me, we went through the calculations several times... we have to be missing a key concept about how the images are stored. How much overhead (extra RAM) does each surface have besides the memory required to store the image? Thanks, -Aaron
DeltaVee
DeltaVee
if you are using a 8 bit pallettized texture on a 32 graphics system, your texture (when stored) will be converted to 32 bits (can''t say for sure, but appears so, in some cases).

I have had similar problems. This is the only explanation I have come up with. Try using different bit depths.



D.V.
D.V.Carpe Die<FONT C
roseap
roseap
I''m actually using 16- and 32-bit color modes.... another idea I heard was that it might be mipmap generation, but I explicitly passed D3DX_TEXTURE_NOMIPMAP as the first parameter to D3DCreateTextureFromFile, so I don''t know if that''s really it or not.

Thanks for the suggestion!
-Aaron

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.