On Thu, Jun 13, 2002 at 11:18:19PM -0700, Steven Fisher wrote:
> Chris DiPierro wrote:
> >>More like 80x64. I'm safe. :)
> > 
> > 
> > Though this brings up a larger issue. If you're using 80x64 images, might
> > you not be better off converting them to Palm bitmap format? I'm not sure
> > what your app is (obviously if it's a picture viewer, just ignore me), but
> > if it's a game or something, and you only have a small # of images, you'll
> > get much better performance using a native (and non-lossy) format.
> 
> It's a *very* large number of images, unfortunately. Too many to go in 
> primary memory, and too many to transfer via a conduit. :(
> 
> Basically, they're pictures of people. And it tracks up to several 
> thousand people. It uses onboard RAM for most of the details about each 
> person, but I need it to go to the card to get the pictures. And the 
> pictures have to be in a format easy to set up on a computer.
> 
> So I think I'm stuck with this aproach.

I hardly doubt that jpeg could work well on so small images. If the
color depth of the images is low, maybe that a run length encoding or
a similar lossless simple method could work better (and be noticeably
faster on the decompression side). It would be very easy to craft a
simple format and write a small utility on a pc to do the conversion
(much easier than porting a jpeg library), or you could even use
an existing simple format like binary ppm and use a freely available
tool like netpbm or ImageMagik to do the conversion.
If this is not applicable, consider also using BMP, since it's quite
easy to write a bmp loader from scratch, and bmp is natively supported
on windows.

Marco

-- 
========================================================================
Marco Pantaleoni                                  [EMAIL PROTECTED]
Padova, Italy                                              [EMAIL PROTECTED]
elastiC language developer                   http://www.elasticworld.org

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