On 1/20/07, Bob Ippolito <[EMAIL PROTECTED]> wrote:
On 1/19/07, Kamilche <[EMAIL PROTECTED]> wrote: > I discovered a technique for loading graphics quickly using Pygame, > about 30x faster than a straight pygame.image.load. > > The gist of it is convert the picture to a string with > > s = pygame.image.tostring(pic, 'RGBA') > w, h = pic.get_size() > > and later, when loading, use > pygame.image.frombuffer(s, [w, h], 'RGBA') > > Unfortunately, I can't use it in my current project, because I need to > access the color palette of 256 color images. I can't use this technique > to store and load these palettized images, because images come out solid > black. > > Hope this technique comes in useful to someone else tho! (Someone that > doesn't need 256 color images.) That doesn't seem to make any sense... you've already loaded the picture, why convert it to a string just to convert it back to a picture? It's using up about the same amount of RAM as a string or as an image object.
You misunderstand I think. It looks to me like he is saying 'convert the image to a string and save that', then when loading just load the string. Which is going to be faster, of course -- no decompression or headers. It just strikes me if this kind of thing is critical then he's probably loading the images at the wrong point.
