On Tue, 26 Jun 2007 18:33:44 -0400 Giel van Schijndel 
<[EMAIL PROTECTED]> wrote:
>[EMAIL PROTECTED] schreef:
>> Should not memory be H*W*color depth ?
>> Example 1024x768x4(RGBA) = 3145728, but game does 
>> 1024x768x2=1572864.
>> If have 1600x1200x4, then that is 7.68MB, but game has 3.84MB .
>> Even with 1600x1200x3 (RGB) = 5.76MB. 
>>
>> The confuse part  is DisplayBuffer is used to load wrf, .gam and 
>
>> other file types.  What has this to do with what your resolution 
>is?
>> SDL does correct calculation for screen space, so I no 
>understand 
>> this?
>>   
>You most likely discovered badly written code. Without a 
>file:linenumber
>we can't see for ourselves though (and more importantly can't do 
>much
>about it). So if you could point out where this is, I'd appreciate 
>that.
>
>As for the display depth. Depending on what piece of code you're 
>looking
>at, it ought to be either RGB or RGBA, so 3 could be a valid value 
>just
>as well.
>
>Anyway, as of now I should have been in bed already. So I'll look 
>into
>the specifics somewhere tomorrow.  
>
allocate here,
init.c(959):    displayBufferSize = 
pie_GetVideoBufferWidth()*pie_GetVideoBufferHeight()*2;

and now show strange loads into this "DisplayBuffer" ,
src\game.c(1374):       pFileData = DisplayBuffer; (loads up the .gam 
file)

src\game.c(1465): pFileData = DisplayBuffer;  (use here to load 
savegame file)

src\game.c(11305):      pFileData = DisplayBuffer; (use here to load 
script file)

and this strange stuff goes on...

I think this buffer should be rename to GeneralBuffer.
I still no see how that 5000000 value or video resolution plays 
role yet.
Last I check, no wrf file or any file in wz over 1MB.  Maybe for 
safety, but that is too much safe.

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