Mail Archives: djgpp/1998/07/01/19:15:42
| From: | wilrod AT rocketmail DOT com | 
| Newsgroups: | comp.os.msdos.djgpp | 
| Subject: | Re: scrolling with allegro | 
| Date: | Wed, 01 Jul 1998 22:37:32 GMT | 
| Organization: | Deja News - The Leader in Internet Discussion | 
| Lines: | 30 | 
| Message-ID: | <6nednc$fa8$1@nnrp1.dejanews.com> | 
| References: | <001a01bda51b$07837e40$624d08c3 AT arthur> | 
| NNTP-Posting-Host: | 207.149.116.115 | 
| To: | djgpp AT delorie DOT com | 
| DJ-Gateway: | from newsgroup comp.os.msdos.djgpp | 
In article <001a01bda51b$07837e40$624d08c3 AT arthur>,
  "Arthur" <arfa AT clara DOT net> wrote:
>
> >> One scheme is to create a very large bitmap object that is your level,
> >> and then blit the appropriate piece onto the screen.
> >> --
>
> Not memory efficient. Hmm. Let me see: for a 1600x1600 map (for instance) in
> 256 colours - that's 625Mb of ram. (!)
>
Huh?!  Using a standard 256 color palette means that each pixel requires a
single byte to represent the index into the color lookup table.  So 1600*1600
is only 2560000 bytes.	Divide that by 1024 and you get 2500k < 3Mb.
I currently use this approach (storing a large bitmap image in RAM to
scroll) in a program I'm using to familiarize myself with Allegro.  My image
has no repeating patterns, so I must use a single large image.
However, I do recommend using tiles for images which contain repeating
patterns. You could create a huge (bigger than large, that is) image with a
lot less memory that way.
Just my $.02
Wil
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