compression question,. and a env. shader demo.
Posted: Tue Jan 06, 2009 6:07 pm
Here is another little demo,. it uses an environment shader, and some funky techniques to create some interesting visuals. imho. press space to cycle the 3 'modes'. the first on is the most interesting to me,. may become a background for some SHMUP,.
The questions are about the optimal ZGE external bitmap and sound compresion,. here I have imported a 512X512 photo that I indexed at 256 colors in the gimp, then saved as a gif,. the file was 197k I tried a jpeg as well that file was 73k however ZGE uses full size of for a bitmap right? come to 786k here ~512^2*32(?) Then the only compresion it gets is from krunchy, (if that is what is used) and similar for the sound,. .raw is raw so the loop is 438k in the file,. krunchy does a good job of reducing this all to a 280k .exe what I am wondering is if anyone knows what is the most efficent format to use before importing the files. otherwise I will just experiment, but if one of you alread has i can learn from you.
also the decompresion when opening the .exe happens right away,. not sure this is under our control, or just down to krunchy,. but if the file was much larger a progress bar of the decompresion would be a good idea as the appearence is as though the .exe had failed,. due to no actual feedback for good chunk of seconds. I actually ran it twice thinking so!
with the raw 'music' loop (this is basicly another experiment as is this whole thing),. one issue I ran into is that to loop the sample I just put as many seconds as I want,. perhaps to loop endlessly we could use -1 ?? this may require a SoundStop component,. ? I'll do some more hack-testing,. . cheers.
The questions are about the optimal ZGE external bitmap and sound compresion,. here I have imported a 512X512 photo that I indexed at 256 colors in the gimp, then saved as a gif,. the file was 197k I tried a jpeg as well that file was 73k however ZGE uses full size of for a bitmap right? come to 786k here ~512^2*32(?) Then the only compresion it gets is from krunchy, (if that is what is used) and similar for the sound,. .raw is raw so the loop is 438k in the file,. krunchy does a good job of reducing this all to a 280k .exe what I am wondering is if anyone knows what is the most efficent format to use before importing the files. otherwise I will just experiment, but if one of you alread has i can learn from you.
also the decompresion when opening the .exe happens right away,. not sure this is under our control, or just down to krunchy,. but if the file was much larger a progress bar of the decompresion would be a good idea as the appearence is as though the .exe had failed,. due to no actual feedback for good chunk of seconds. I actually ran it twice thinking so!
with the raw 'music' loop (this is basicly another experiment as is this whole thing),. one issue I ran into is that to loop the sample I just put as many seconds as I want,. perhaps to loop endlessly we could use -1 ?? this may require a SoundStop component,. ? I'll do some more hack-testing,. . cheers.