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Re: [pygame] 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