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Antw: Re: [Adonthell-artwork] Images saving format


From: Andreas Dombrowsky
Subject: Antw: Re: [Adonthell-artwork] Images saving format
Date: Tue, 19 Feb 2002 14:11:35 +0100

Lots of games I've seen simply supply 16-bit and 24-bit textures. Would that be a solution?
 
~Andreas Dombrowsky


>>> Kai Sterker<address@hidden> 19.02.2002 13:51:08 >>>
On Tuesday 19 February 2002 13:08, you wrote:

> > The ideal for the programmer would be to only have one image class to
> > deal with. As we support both 16 and 24 bpp depths, the easiest (and
> > only "good" solution I can think of) would be to save our images in
> > 16bpp depth. I don't think this will result in gfx quality degrading,
> > because the images we use usually don't have that much colors. Also,
> > looking at Waste's Edge running in 16bpp, there is nothing shocking -
> > it's just as nice as in 24bpp. Moreover this would also make images
> > taking less space and being better compressed.

Couldn't you make the editors to use 24bpp, no matter what the screen depth
is? That means SDL would have to do some converting while drawing the stuff,
but performance isn't an issue for the editors, I think.

OTOH, if you could circumvent all problems cirrus has mentioned that would be
pretty good. The reduced size of 16bpp images sounds appealing. They'd still
be slightly bigger than they are now, but no longer by a factor of 4.


> Would it work to always store the gfx in memory as 24-bit and just
> render them to the desired colour depth. I mean most PC users will
> (should?) be using 24-bit or more, especially gamers.

I don't. But then again, I'm not like anyone else ;).

The problem is, that if SDL has to render 24bpp images to a 16bpp screen,
they have to be converted each time, which will affect performance.

Kai

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