Skip to main content
GameDev.net gamedev.net
🔒 Locked

OptimizingTexture widths and height

Started by perpetual Oct 4, 2008 at 12:54 PM 2 replies 600+ views
Original Post
perpetual
perpetual
All my 2d animations are store singly per file on a 512 x 512 image. Loading them all into memory is pretty intense should never be done this way, unless what im about to ask can be done. I was wondering instead of resizing all the image files because i now have way to many. Is there a way to condense the size of the image when loading. Then size them back to the original size when drawing? I am using directX9 and C++ any help would be greatly appreciated. Thanks, ~Perpetual
sirob
sirob
DirectX supports a limited set of compressed textures (ones that are compressed in-memory, that is).

Have a look at the DXT1,3,5 formats. IIRC, they compress to about 4:1, but are lossy.
Sirob Yes.» - status: Work-O-Rama.
ET3D
ET3D
I didn't understand if you mean that each 512x512 image is a complete animation or just a frame. If the former, is the 512x512 texture fully utilised? If texture per frame, how much of the 512x512 is actually used (what is the displayed size of the animation)?
perpetual
perpetual
here is an example of the image i have http://freereingaming.com/downloads/player/RUN01.png it goes all the way through http://freereingaming.com/downloads/player/RUN15.png. I would like to take all the images when loading and make then like 32 x 32 to store in memory and when drawing them make them the original size, if this is possible. If not possible ill just have to go through and make sprite sheets

Topic Locked

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

Sign in to reply to this topic.