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Surface size : memory requirements


Surface size : memory requirements

Postby namGman » Nov 21, 2007 @ 7:18am

Hi, a bit of a newbie question here.

I need to be able to scroll right to left indefinitely.

I'm currently using a full screen surface that continues to be resized as the surface width requirements increase. As this happens I can see that the memory requirements continue to grow as well, which obviously, is a limited resource.

I'm not developing a game, but I suspect any side scroller might have the same issues. Is there a limit to how large a surface can be, or, is there a way to limit the memory requirements for off screen drawing?

I'm currently testing this as a stationary pc application on XP.

Thanks.
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Postby edge » Nov 21, 2007 @ 4:39pm

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Postby namGman » Nov 22, 2007 @ 12:02am

Ok I see. I've read up a bit on tiling now and its making a lot of sense.

thanks :)
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Postby namGman » Nov 24, 2007 @ 12:12am

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Postby edge » Nov 26, 2007 @ 11:28am

Hi NamGMan,

Drawing several small tiles is usually slower than drawing a big surface at once. I recommend doing several tests and see which tilesize works best for you.

In your test I recommend turning smartfps off, set maxfps to zero and display an fps counter (use the GetFPS() method of the framework to easily retrieve the fps value). In our own experiences, 32x32 is a good tilesize for a resolution of 480x640.
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