Jasper | 1 Aug 2005 08:53

Re: Animated sprites

Simon Wittber wrote:

>>If you're using OpenGL it depends.  Texture sizes only come in powers of
>>two, so you can potentially save space by packing odd sized frames into
>>a single image of the correct size, or waste a bunch if you pack
>>texture-sized images into an odd size filmstrip.  On balance it'll
>>probably save space if done well, provided your frames aren't all sized
>>in powers of 2 to begin with.
>>    
>>
>
>If you've got plenty of memory, using mipmapped textures allows you to
>use any dimension texture, and also help's with texture quality if you
>are doing a lot of zooming in and out.
>  
>
It's pretty easy to use any size of texture, you just pad it with 
transparent pixels out to the next power of 2, which I'd guess is 
effectively how mipmapping handles this.  This doesn't reduce the amount 
of hardware texture memory used however.

-Jasper


Gmane