Sprites: is this possible?
I would like to know if this is possible with today''s computers'' power:
32bit color TIFF file (24576x512 pixel) storing 48 sprites for an entire 2 second long animation running at 24 FPS.
If that''s out of the question, how about this:
32bit color [any] file (12288x512 pixel) storing 24 sprites for an entire 2 second long animation running at 12 FPS.
If that''s still not possible, how would I be able to animate a very large (512x512) object with a decent frame rate (12 FPS?), not having to step into the 3D world?
Wait, doesn''t Diablo II do this? Ok, maybe not as large as 512x512, but if you take any of the act bosses, they''re pretty large and smoothly animated. And they are 32 bit, aren''t they?
Not to mention a lot of other objects animating simultaneously...
Does Diablo II use some very special method that enables these miracles?
You don''t have to use one offscreen surface. Video cards tend to only support 1024x768 surfaces at most. Basically if you multiply the X and Y of your surface it must be less than or equal to 1024x768. How many offscreen surfaces you can have is pretty much limited only by available memory including Virtual Memory.
Ben
http://therabbithole.redback.inficad.com
Ben
http://therabbithole.redback.inficad.com
Thanks,
So what you are suggesting is dividing the file so each file wouldn''t exceed 1024x768?
Will the computer have enough power to blit these objects at a constant 24 FPS? I know it would require heck a lot of memory though, say 40MB for each animation... *shudders*
I guess I''d have to reduce the amount of frames to 12 and also reduce the size to 384 or something. Any other thoughts?
So what you are suggesting is dividing the file so each file wouldn''t exceed 1024x768?
Will the computer have enough power to blit these objects at a constant 24 FPS? I know it would require heck a lot of memory though, say 40MB for each animation... *shudders*
I guess I''d have to reduce the amount of frames to 12 and also reduce the size to 384 or something. Any other thoughts?
I''d just try it and see what happens. Since it''s DDraw it''s pure software which means it will slow down or speed up based on the processer.
Ben
http://therabbithole.redback.inficad.com
Ben
http://therabbithole.redback.inficad.com
quote:
Original post by KalvinB
Since it''s DDraw it''s pure software which means it will slow down or speed up based on the processer.
Doesn''t DDraw use hardware blitting?
--Drakonite
[Insert Witty Signature Here]
Shoot Pixels Not People
DDraw hasn''t been improved much in graphics cards. It may help a little but the biggest help is the processor.
I had optimizations to push 40fps in the open using DDraw with a Geforce 2 MX and a 700 Duron. I switched to D3D and the optimizations no longer have any noticeable affect on framerate. 86 in the open and where DDraw would drop to 2, D3D stays at 30 or more.
I''m assuming it''s because the processor is no longer dealing with the graphics.
Ben
http://therabbithole.redback.inficad.com
I had optimizations to push 40fps in the open using DDraw with a Geforce 2 MX and a 700 Duron. I switched to D3D and the optimizations no longer have any noticeable affect on framerate. 86 in the open and where DDraw would drop to 2, D3D stays at 30 or more.
I''m assuming it''s because the processor is no longer dealing with the graphics.
Ben
http://therabbithole.redback.inficad.com
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