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cyric74

Slow load of large PNG textures?

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I'm currently working on an isometric combat sim, but am having some trouble with very slow loading animation sprite sheets. A single unit's sheet is a 2048x2048 1.8-2.2 meg .PNG. I'm using Managed DirectX, and have the textures set as an embedded resource in a .DLL--I pass the .DLL a hashtable to load them in, and then use the hashtable for all draw calls that require that texture. I can load and unload textures from the hashtable that aren't currently being used, but my problem is loading and re-loading these large animation sheets without slowing down the play experience. What is the best method for me to load these texture files? Is it more smooth to break them into, say, 512x512 sheets? Or is my current method of loading a problem in general? I load textures using Texture.FromStream with Usage.AutoGenerateMipMap and Pool.Managed. Thanks in advance, Cyric74

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You're probably going to want to save your sprite sheets in smaller textures. My radeon 9800 has a max texture size of 2048x2048, but I don't think older cards can handle such large textures.

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I really don't plan on releasing anything for another year at the very least, and it was my understanding that the 'average' gamer's graphics card currently can support 2048x2048. While cutting the textures up is an option, I was wondering what other solutions may be acceptable as far as loading goes.

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