View Single Post
Old 02-17-2004, 10:48 PM   #20
mortlock
A Bat
 
Join Date: Oct 2002
Posts: 1
Default Scaling

I'm trying to figure out a memory efficient way of animating. It turns out that the target ring will read AxB .tga files, rather than the standard AxA (e.g. I can use a 32x128 or what have you, rather than just using the first 1/4 of a 128x128). Among other things this means that my scaling value should be 1 to use the whole map. Except of course that if I set the scaling value to 1, I get nothing that looks like my texture.

On a similar note, is there a scaling value that controls the vertical span? I ask because if I make a pattern that's 32x256 with 8 repeated elements I only see 4 elements, the same as if I make a pattern that's 32x128. It's as if it's somehow matching the dimensions and has a maximum aspect ratio.

Anyone tried playing around with nonstandard file sizes? (I'd really like a smoothly animated ring, but I doubt many folks can use one that's 15 frames or more at 230k per frame. The 32x128 file comes in at a modest fraction of that (depending on info content). Of course, if the indicator reads RLE targas it doesn't matter as much anyway as the extra blank space takes up 2 bytes or so, but I'm guessing it doesn't.

(256x256x24bpp=193k. 32x128x24bpp=12k. 32x128x24bpp=24k. 15framesx24k=360k. So I can get 15 frames of animation out of approximately 1.5 256x256 maps if I can figure out how to make this work.)

BTW, 128 point circles crashes the client. Tried to see if U texture space was related to why I only got 1/4 of my repeated elements.
mortlock is offline   Reply With Quote