On 14/02/2012 22:01, Ben Sand wrote:
On 14 February 2012 21:17, Paul Andrews<p...@ipauland.com>  wrote:

On 11/02/2012 05:43, Ben Sand wrote:

I'm working on a game with some large images (up to 4k x 4k)

I might look at paging images that size - I guess they're backgrounds of
some sort?

Yes, backgrounds that will be panned and zoomed

What do you mean by paging them? breaking them into pieces? we are planning
on doing that so we can hide the portions that are off the stage and
improve performance.'
Instead of handling one big image, you can handle them in sections, so you only manipulate what can be seen - you could divide the images into strips, or squares - you only display what can be seen and you only fetch what is about to be seen.



For the transparency, I'd probably look at creating a shape to act as a
mask, then you can create a MC or sprite which will have the correct
transparency, but you won't need a transparent file format.

what do you mean by MC?
MovieClip (or perhaps a Sprite)
will this allow for anti-aliased edges (ie. an alpha gradient)? If the
images are moving relative to one another, will there be much of a
performance overhead, or does the resulting masked image get processed just
once, rather than on every draw.
You can cache the clips as bitmaps. I think you need to do some experiments and google some techniques for dealing with large images and flash bitmap caching.




Paul

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