corysykes wrote:do you know what decorate is if not there are many tutorials on the wiki
Tragos wrote:For example if I had 5 monsters with * 20 frames * 8 rotations * 512x512 textures * 3 bytes per texture = 630 MB of video ram required for optimal performance. These kind of graphical requirements are out of range for my target audience. So there is more to consider here than you might realize.
Tragos wrote:For example if I had 5 monsters with * 20 frames * 8 rotations * 512x512 textures * 3 bytes per texture = 630 MB of video ram required for optimal performance. These kind of graphical requirements are out of range for my target audience. So there is more to consider here than you might realize.
Ichor wrote:No, but you can fake it (sort of). I have a sprite that uses this without any problems:
A1
A3A7
A5
A9AG
AAAF
ABAE
ACAD
phi108 wrote:Just to confirm, I just tested this method by switching around zombieman frame names, and deleting the A2A8 frame, and it works.
b00mstick wrote:Ugh... I take it you don't have a slightest clue how textures and sprites are handled by the renderer, or by the hardware? That's ok, neither do I, but I think there's something not quite right in your calculations...
Enjay wrote:The question is, is it meant to work? If not, it's probably undefined behaviour and liable to break.
Demolisher wrote:If this was the case, then AEoD would crash supercomputers. Besides, you shouldn't calculate 512x512 in there, or 3 bytes per texture. It should be more like: 5 monsters * 20 frames * 8 rots * average texture file size.
Or even better, size of extracted textures not packed in a pk3.
NeuralStunner wrote:....the IWAD's POSSA2A8 anyway?
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