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General Animation Questions

PostPosted: Jul 12, 2007 @ 7:55pm
by Ryumaster
Hi, I can not get working my large animation files, because they are too big.It is very interesting, how animation was organized in GledPlay, because they worked in there. Anyway, I get No Sys Memory Error, when I'm trying to create surface. So I wondering, what if I'll use lots of frame files, instead of cutting them of from big one, creating new surface with new frames everytime - is it good solution, or will it be very slow? And maybe there is some other ways to prevent system memory from being overloaded?

PostPosted: Jul 13, 2007 @ 7:33am
by edge
Hi Ryumaster,

Making separate small surfaces shouldn't have an effect on in-game performance. If you arrange frames vertically they may even be faster (because of the memory layout).

It may only give a bit more overhead when loading your surfaces. If you're saving them in EPK files, I recommend using the PackBuildIndex function to quickly access the files (this function has more effect on EPK packs with a lot of files).

PostPosted: Jul 19, 2007 @ 9:30pm
by Ryumaster

PostPosted: Jul 20, 2007 @ 9:48am
by edge
Hi Ryumaster,

Can you tell me the dimensions of the .tga file?

Maybe it's a good idea to save it as .png instead and try loading it. Also, would you like to try loading it from a file directly instead of using packages?

PostPosted: Jul 20, 2007 @ 10:50am
by Ryumaster

PostPosted: Jul 20, 2007 @ 3:49pm
by edge

PostPosted: Jul 20, 2007 @ 9:46pm
by Ryumaster

PostPosted: Jul 23, 2007 @ 2:08pm
by edge
Hi Ryumaster,

Have you tried to create a native Windows Desktop build and load the image file? For example, open the helloworld sample, edit the code to load your image and check the return value. Maybe the emulator has trouble allocating big amounts of memory.

The 24-bits bitmap should load OK. Perhaps it can't load because of its size. Maybe you can try opening the file with paint, paint over it, undo and save the file.

PostPosted: Jul 23, 2007 @ 10:52pm
by Ryumaster
I'll get the real devices firstly and make some testings, then. I'll write here back for I've got.