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sc0rpy

Background.. how?

29 posts in this topic

yeah, i just used the opengl superbible code, and i loaded up a 640x480 bitmap on a surface....

a2k
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To be honest I never tried mipmaps for the larger images, I suppose in my haste the ''filtering'' word caught my eye and so I avoided the topic.
I know what DemonLord is doing and it was what I was planning on doing except I got caught converting my .3ds code from d3d to ogl so I didn''t have much time to experiment with this topic further.

Obviously the topic is of interest to others explaining why this thread is getting so long.
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After some testing, my irregularly-shaped bitmap loader seems to be visually perfect. So far, it has been tested with bitmaps whose dimensions were multiples of four [252x60, by example], though I don''t see any reason why it wouldn''t work on anything else. It has been tested with 8-bit and 24-bit bitmaps, on 16 and 32 bit displays. I have to notice that framerate jumped to fill-rate limitation (140+FPS @1024x768x32) from about 10 FPS, so it is obviously performing great.

I still have some memory problem (hence my question on the board), so I''ll wait until it is finished and stable to post some code. Here how it basically works:

1) Decode the bitmap
2) Split the bitmap to optimize the memory usage.
3) Create textures
4) Create a display list and return the display list number

Examples of bitmap separations:
Bitmap size : 120x320
Texture sizes: 128x128
Number of textures: 1x3 (3)

Bitmap size : 640x480
Texture sizes: 256x256
Number of textures: 3x2 (6)

I will post, if anybody''s interrested.

Eric Laberge
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Sure, post it if you have time.

If you have webspace somewhere maybe post the EXE aswell so we can see it in action.. otherwise an overview of the code would be excellent.

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