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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] Re: Image cache in video mem
In a message dated 1/11/00 7:37:50 PM Central Standard Time, choocy@hitech.com.my writes: << So, I'm wondering if anyone has tried this before? And if this is worth doing? I'm targeting video cards with at least 8MB of RAM. The cache size would be only about 10% of the total loaded tiles. >> Ok, I probably am thinking of something else, but here's a blindfolded shot in the dark from me: It has been done. What often happens is the most used tiles are placed within memory of the vitual screen, but out of view of the monitor. Note that this only works IF the videocard supports hardware-accellerated screen-to-screen copying, which many don't. (With the exceptions of all those Direct X/OpenGL, etc routines). For example, in Allegro, if the videocard isn't accellerated, then the data is copied from the card to the system RAM, then back on the video card, which is even slower! Note about the tiles: Be sure to make a good algorithm that uses only the most used tiles for that area. (Maybe make a loop to get a tally of the cell types, then copying [refreshing] off the screen to your "cache" the highest counted ones. ) If you're chugging 1024x768 32 bit color, even a 4 MB card could pull a few stunts like that. If you try that idea, you can have the algorithm to as much as possible with the little RAM..... That is, if the card supports the screen-to-screen support. ================================================================= The GameProgrammer.Com mailing list is for the open discussion of any topic related to the art, science, and business of programming games. This list is especially tolerant of beginners. We were all beginners once To SUBSCRIBE or UNSUBSCRIBE please visit: http://gameprogrammer.com/mailinglist.html
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