Are there any problems drawing an 800x600 bitmap?

BlitzMax Forums/BlitzMax Programming/Are there any problems drawing an 800x600 bitmap?

Robert Cummings(Posted 2005) [#1]
Hi,

My game levels are composed of 2 800x600 layers. One is the background and the other is the foreground.

Will this work and look good on most graphics cards? This is important as I am close to completing the game and only need to worry about the graphics now.

Will this also be fast on most cards?

I appreciate all your advice.


Steve Elliott(Posted 2005) [#2]
So you have 2 800 X 600 textured surfaces (2d in 3d on Max)?

That could cause problems on some systems - I would recommend breaking them up into square textures no larger than 256 X 256.


Dreamora(Posted 2005) [#3]
800x600 gets resized to 1024x1024 which can cause problems with older hardware that only supports 512x512. But generally it should work on most systems.


Gabriel(Posted 2005) [#4]
Won't resizing to 1024x1024 also result in blurring though? I'd have put the 800x600 image in the top left corner of a 1024x1024 image and drawn that at 0,0 so the unwanted portion was clipped out and there was no blurring.


Dreamora(Posted 2005) [#5]
No BM does not stretch the image (as blitz3d did). It just extends it to the needed amount which results in black parts. If you have 800x600 and a 800x600 window you won't see the black parts. But they are there.


Robert Cummings(Posted 2005) [#6]
Thanks for the help. What hardware has problems with textures bigger than 512x512?

Does this also use more memory when Blitzmax resizes 800x600 to 1024x1024? I assume it burns up video ram.

If chopping them up is the best thing to do, how do you recommend I do it? Basically, I will load the image in, then what do I do for optimal speed and video memory size?


tonyg(Posted 2005) [#7]
Large 2D Image object


tonyg(Posted 2005) [#8]
Not had a double-post for a while


ImaginaryHuman(Posted 2005) [#9]
There are some opengl calls using glGet() or whatever it is, where you can find out what the minimum and maximum texture sizes are for whatever graphics card it is operating with.


Robert Cummings(Posted 2005) [#10]
Thanks Angel, but I will be working in both DX and opengl, so I can't really rely on that.


ImaginaryHuman(Posted 2005) [#11]
So if you are using both, you can probably open a small OpenGL context temporarily, find out what you want to know, then close it.