In a message dated 9/19/04 4:16:11 PM, email@hidden writes:
>> If you have a sprite that won't show up untill the end of the level,
>> then
>> you can wait till it is time to load it in VRAM.
>
>
>You know your right, I was thinking back to my older days of blitting
>where I would think of each instance of a sprite as counting (if was
>the same image or not). Using hardware it only matters per image not
>per instance.
>
>So here's my educated guess at graphics I will have (per-level)...
>5 1600x1200 background layers - each visible 90% of the time
>2 800x600 overlays - normally only one of these
>200 20x20 tiles - total per level - typically there would be about
300
>
>quads per frame of these
>100 64x64 sprites - total per level - can be upwards of 50 quads of
>these per frame
You could also create sections (per-level) and Double Buffer the textures for
"this"
section and for the next, so you can display the next section without having a
"slowing because of loading effect" and you'll only have one section loaded
at a time
saving aton of space.
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