Luke, tnx for the hint. You're right of course and just boosted yourself to my #1 favourite English translator of my game project. :) Farai Am 15.10.2006 um 07:54 schrieb Luke Paireepinart: Farai, the word you mean to use is 'consumption' not 'consumation.' Consummation means something quite different than consumption :) Hope that helps, -Luke
On 10/14/06, Farai Aschwanden <fash@xxxxxxxxxx> wrote: Tnx for the info. I thought it has to be calculated for every colordepth layer but your calculation sounds more sympathic. ;)
Am 14.10.2006 um 19:53 schrieb Brian Fisher:
> for software rendering without run-length encoding it will be: > width x height x bytes per pixel > plus some small overhead. I never found a way to ask SDL/pygame what > the size is, so In my games I keep a total of that calculation above > in the image manager stuff. > > The size on disk can vary greatly depending on compression settings > (for lossy like jpg in particular) and the nature of the image (for > lossless like .png in particular) so I wouldn't try to use disk size > at all for estimating run-time mem usage. > > > On 10/14/06, Farai Aschwanden <fash@xxxxxxxxxx> wrote: >> Hello all >> >> I wonder how the memory consumation on graphics can be calculated. Im >> using a lot of images in my project and would like to know how much >> memory it is using. Unfortunately I only see the initial memory that >> my Mac is spending to my game and after loading a certain amount of >> additional images the OS extends the swap memory space by a default >> size. >> A friend of mine told me once that an expanded image in the memory >> can be x time bigger than the physical size on the harddisc. >> Im using PNG and JPG. Is there a default factor for all image types >> you can multiply with the physical image size on the harddisc? >> >> Greetings >> Farai >> >>
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