OpenWindowedScreen - Bit depth
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OpenWindowedScreen - Bit depth
Is there a way to specify to load sprite3d textures as 16 bit, and/or open the screen in 16 bit. The reason I ask is because my mmorpg after loading the tile sheet and sprite sheet, etc, takes up 40mb of video ram.
For a 2d rpg, thats pretty crazy. I could create a loader/unloader for unused tiles on a map, etc, but it'd still be nice to specify the bit depth, and maybe even some kind of in-memory texture compression for sprite3d.
Thanks.
For a 2d rpg, thats pretty crazy. I could create a loader/unloader for unused tiles on a map, etc, but it'd still be nice to specify the bit depth, and maybe even some kind of in-memory texture compression for sprite3d.
Thanks.
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Re: OpenWindowedScreen - Bit depth
Absolutely not because the depth of a windowed screen is always the depth of your current desktop setting. E.g. you can't set your desktop to 32Bit and your windowed screen to 16Bit because the both share the same graphical environment.dracflamloc wrote:Is there a way to specify to load sprite3d textures as 16 bit, and/or open the screen in 16 bit. The reason I ask is because my mmorpg after loading the tile sheet and sprite sheet, etc, takes up 40mb of video ram.
For a 2d rpg, thats pretty crazy. I could create a loader/unloader for unused tiles on a map, etc, but it'd still be nice to specify the bit depth, and maybe even some kind of in-memory texture compression for sprite3d.
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Actually it can be rendered in 16 bits and the surface itself drawn to the 32 bit screen. I've seen it done, however I have more than just that request. I want to be able to tell LoadSprite what quality and bitdepth a texture is loaded in. This should have nothing to do with what depth the screen itself is.
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Well, not nativley in PB.dracflamloc wrote:Actually it can be rendered in 16 bits and the surface itself drawn to the 32 bit screen.
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Not, quite:Trond wrote:Fluid Byte wrote:Well, not nativley in PB.dracflamloc wrote:Actually it can be rendered in 16 bits and the surface itself drawn to the 32 bit screen.Which is why he's requesting it...
dracflamloc wrote:I want to be able to tell LoadSprite what quality and bitdepth a texture is loaded in. This should have nothing to do with what depth the screen itself is.
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I don't think he said exactly what he meant. Sort of.Fluid Byte wrote:Not, quite:Trond wrote:Fluid Byte wrote:Well, not nativley in PB.dracflamloc wrote:Actually it can be rendered in 16 bits and the surface itself drawn to the 32 bit screen.Which is why he's requesting it...
dracflamloc wrote:I want to be able to tell LoadSprite what quality and bitdepth a texture is loaded in. This should have nothing to do with what depth the screen itself is.
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haha... ok heres a breakdown to avoid any confusion:
1. OpenWindowedScreen should be able to force a bit depth one way or another.
2. LoadSprite, Catch, etc should have an option to specify the bit depth it is loaded in as. If I want to load a 32bit PNG as 16-bit or 8-bit texture it should be possible, and would help reduce video memory usage with large tile/sprite sheets.
1. OpenWindowedScreen should be able to force a bit depth one way or another.
2. LoadSprite, Catch, etc should have an option to specify the bit depth it is loaded in as. If I want to load a 32bit PNG as 16-bit or 8-bit texture it should be possible, and would help reduce video memory usage with large tile/sprite sheets.
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Yo dracflamloc! Do me a favor, no more 2-for-1 request!
One more thing. If you want a custom depth for your windowed screen you may ask/force the user to switch the depth temporary while your program is running (at least until we have another solution). Not uncommon for emulators or some older games.

One more thing. If you want a custom depth for your windowed screen you may ask/force the user to switch the depth temporary while your program is running (at least until we have another solution). Not uncommon for emulators or some older games.
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