Path: chuka.playstation.co.uk!news From: James Chow Newsgroups: scee.yaroze.programming.2d_graphics Subject: Re: General question. Date: Thu, 07 May 1998 21:18:11 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 30 Message-ID: <35521703.6AC7A819@chowfam.demon.co.uk> References: <3551E529.39700A51@chowfam.demon.co.uk> <6isrju$aek3@chuka.playstation.co.uk> <35520452.5385308E@netmagic.net> NNTP-Posting-Host: chowfam.demon.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=x-user-defined Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; I) Elliott Lee wrote: > > Mark Wilson wrote: > > >I was wondering if all TIMs have to loaded into main memory > > >first then copied over using LoadImage or is it possible to > > >load them directly into the VRAM? > [...] > > Once TIMs have been transferred into the frame buffer, then generally > > speaking you don't need them anymore in the main memory any more. This space > > could then be used for your program's data. > > How do you free the space used up by the TIMs after transferring them to VRAM? But they weren't malloc'ed in the first place. They were just put there. > > Extending this: take all your TIMs, compress them into 1 data file, > upload that to the Yaroze, extract each TIM 1 by 1 into a spare memory > scratchpad and upload them to the frame buffer. It'll let you save > tons of space with those large 16-bit/24-bit images. > How? Can you give me a suitable algorithm? Cheers. -- jc