Animimage limits?

BlitzPlus Forums/BlitzPlus Programming/Animimage limits?

Arem(Posted 2005) [#1]
I seem to be experiencing problems loading large images with loadanimimage. Is there a limit to the number of frames? (We are talking like 4680 here.)


CS_TBL(Posted 2005) [#2]
I think the image format is 4 bytes per pixel.. in case of 64x64 that's uhm... -from the head- 16384 bytes per image, * 4680 = 76677120 bytes, 73megabyte ..

So, how big is your image? :)


Blitz Amateur(Posted 2005) [#3]
and, how much memory does your graphics card have?


Arem(Posted 2005) [#4]
My image is 4.5 megs. My graphics card has 64 megs of memory (though I'm upgrading it tomorrow.)


Hotcakes(Posted 2005) [#5]
How big is each frame in the image? How big is your file when you save it as a bmp?


Arem(Posted 2005) [#6]
Each frame is 50x50. When I save as a bitmap it is aproximately 50 megabytes, but it's about a 4.5 megabyte png.


Blaine(Posted 2005) [#7]
Quote: "When I save it as a bitmap it is aproximately 50 megabytes..."

Then that's probably it.


Arem(Posted 2005) [#8]
I guess I'll scrap the ultra cool banking turns in my new game.


anawiki(Posted 2005) [#9]
"ultra cool banking"

what's that?

Roman


Arem(Posted 2005) [#10]
You know, free checking and all that. No, seriously, I was planning to have a spaceship tilt as it turned to create realistic flying effects. I am going to just have to have 3 different tilt levels (left, level, right) and turn in 5 degree intervals instead of having 13 tilt levels and 1 degree intervals. It'll work. Just won't be quite as nifty.


thalamus(Posted 2005) [#11]
Blitz (and Windows) has a problem with anything above 16384 pixels wide/high...