dflemstr
It's a ball.
A metric ton or an imperial ton? Or just, like, 1 kiB?mduffor said:You would separate eye, mouth, hair stand animation, etc. and overlay it because it saves a ton of memory.
Yeah, of course. You sitll aren't gaining that much memory, however.mduffor said:And you don't have an image the same size as the face with just the eyes on it, you have a rectangle just slightly larger than the eyes themselves.
Is it actually possible to RLE encode OpenGL textures? Really? And why would that reduce alpha tests, especially without the fixed function pipeline? Note that GLSL's "discard" should not be used on the Pandora's SGX (because of performance) or necessarily elsewhere for that matter (because of other issues I've had with that command), and discard isn't used automatically somehow just because you happen to load your texture from a GIF file... All images are stored essentially the same way in OpenGL afaik (GL_RGB, GL_RGBA etc).mduffor said:And there won't be a lot of alpha tests if the sprites are RLE encoded; you'll just draw the pixels of the eye sprite that have information in them. Also if you have sprites broken up like face, eyes, and mouth, then you can combine different mouth animation with different eye animation, without having to store every possible combination as a full face sprite.
Ah, right. I was thinking of small sprites for 2D top-down RPGs.mduffor said:All of this is assuming of course that you are dealing with larger sprites, like portrait sprites.
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