hey guys!
thx for the reply! here is how a scene roughly looks like:
http://www.assembla.com/spaces/heroes-renaissance/documents/crWD3WOnSr3ApNab7jnrAJ/download/Screenshot-hr.py-1.png
this map nearly fits on the screen and even this small one needs more
than 64MB space for the textures and this does NOT include additional
animation frames! Normal maps are even larger - up to sixteen times
the size. fortunately the overall number of different map objects will
not increase that much with bigger map sizes.

@nathan:
as this is about showing a map i really need all object on the screen
at once. this even more the case when the user zooms out or uses his
native screen size which can be huge. Drawing this much vertices is
not a problem - drawing fullscreen is still possible with 60fps on my
X3100 and the slowdown only appears when texture data has to be
swapped.
as you see from the screenshot, resizing the textures isn't an option
either. i must draw them full size.

@casey
didnt know about compression - is this doable in pyglet?
i already reorder my stuff - first i add 32x32 tiles, then 64x32
stuff, then 64x64.... fortunately every width/height is a multiple of
32

at least for the map objects i really have to divide stuff up into
several textures as for bigger maps all map objects wont fit into
2048x2048 (again, this is without animation frames...)

and you are right, 64MB isnt much these days. i just cant believe that
it is too small for a reimplementation of a game from 1998 - obviously
the texture data of one map doesnt fit into 64MB in most cases but
back then there was no hardware acceleration at all so no worries
about video memory.

i think i must bear with video memory being swapped to system memory.
i dont believe that it would make sense to dynamically fill textures
on the fly with only the currently needed stuff.
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