Hey list, hope all is well. I have a question about performance, thats been asked before but I can't find receiving any answer.

Is it much more desirable to chop a massive bitmap up when scrolling it across the horizon? In my specific case I have bitmaps of between 4000px - 6000px in length which will also likely be scaled up, as this is for a mProjector app that will need to go full screen.

Will the effort to chop it up be rewarded by much better performance? Will it be much less strenuous for the player? (FP8 in this case)

Thanks in advance if anyone has any insight


On 1 Nov 2005, at 19:46, Bill Brown wrote:

Is there any rendering performance difference between using one giant bitmap
versus slicing up the bitmap into smaller bitmaps?
I am creating a scrolling game for a kiosk, so memory usage is not a big
issue.
Currently I am slicing up one long unique image (no patterns or repetitive parts) into several smaller jpegs and loading them into movieclips when they are required (scrolled into view). The movieclips are removed when they are scrolled out of view. Three scrolling movieclips are required at any one time. The problem with this method is that there is a stutter each time a
movieclip is loaded with a jpeg, or removed.

I am considering using just one giant bitmap and scrolling it to remove the
stutter. Also I suspect scrolling only one movieclip will be less of a
performance hit than scrolling three movieclips.

Does anyone one if one method or the other is better? Is there any
difference at all?

Thanks

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