LoadAnimImage and maximal Texture Size

BlitzMax Forums/BlitzMax Beginners Area/LoadAnimImage and maximal Texture Size

Armitage 1982(Posted 2009) [#1]
Hi,

Just a small question pretty basic.

If LoadAnimImage creates an image in memory for each frame then is there really a hardware limitation for the size of that image ?

When I started my project, I thought limiting the texture swapping by loading a single large texture composed of multiple tiles for my game platform.
However, now I know that BlitzMax isn't really using that single texture.
The only real question I had was the maximal size of a texture for old GFX cards (but I think 1024x1024 is OK even for Geforce 2).

Then if BlitzMax loading each frame inside a new texture is there any solution to add Frame to an already existing TImage ? I didn't see that anywhere.
Maybe I should have thought about a new kind of Image Type then...


Brucey(Posted 2009) [#2]
The workaround is to use a custom anim image class which draws its frames from a single surface - one texture.


Czar Flavius(Posted 2009) [#3]
I find this whole frames and textures thing confusing, could somebody give a description for dummies, please? :)


Armitage 1982(Posted 2009) [#4]
Yes this is the way to go (There is a code somewhere in the code archive for that I think) but since I'm already playing with low level UV to display parallax and stuff like that it won't help at all unfortunately :(