Page 1 of 1

Which animation loading method would be less cpu intensive?

PostPosted: Mon Aug 28, 2006 10:14 am
by ericdg
If I have an image of a car with 36 frames, which would be the best choice to load the files. I am talking about pocket pc platform so every optimization helps.


1. Load all 36 images with seperate names like car1.bmp, car2.bmp, and so forth using multiple images.

2. Load one larger image containing all 36 images in frames.

3. Compile all images into an animated gif and load that.

I know a smaller file size would load faster, but assuming all options had the same file size, which would put less strain on the processor?

PostPosted: Mon Aug 28, 2006 12:12 pm
by makslane
There is no differences between the three methods.
The animations, in the exported game, will load using the same internal compressed format.

PostPosted: Tue Aug 29, 2006 10:36 am
by ericdg
Thats good. Does it matter what format my images are in and what size they are since it uses the internal compression?

PostPosted: Tue Aug 29, 2006 12:51 pm
by makslane
The parts of images that have transparency will be render slowly

PostPosted: Tue Aug 29, 2006 5:37 pm
by MaDsk8tard
so if we make pictures like bmp 8 bits, we could expect better performances like png 16 bits with alpha channel?

PostPosted: Tue Aug 29, 2006 5:53 pm
by makslane
Solid images (8, 16, 24) will have the same performance.
Only if have a alpha will be more slow (like PNG 32), but only in the parts with some trasparency.

PostPosted: Wed Aug 30, 2006 8:49 am
by ericdg
So if only the background of an image is transparent, but the image itself is a solid color, then there will be no slowdown?

PostPosted: Wed Aug 30, 2006 12:54 pm
by makslane
If you mean the 100% transparent areas, don't will have slowdowns.