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Should I load the image frame by frame, and drop the memory frame by frame? What's the best solution?
Thanks!
Thanks for your reply! I'm working on a 4k resolution projectCuteAlien wrote:Use smaller resolution
If you are using irrlicht trunk you can also try the dds loader (there is also one in Irrlicht 1.8, but that one had several problems and did not keep images compressed anyway). The DDS format allows keeping imaged compressed at least up to the graphic-card.
Thank you! I have tried that method. I remove the previous texture before I load the new Texture. And it doesn't make my system significantly slow.CuteAlien wrote:Yeah - you can drop textures (IVideoDriver::removeTexture to get it out of the texture-cache). But you talk about a dynamic animation and I'm not sure if loading from disk each frame is fast enough for that. DDS should be faster (as it's smaller).
I implemented image blending with alpha channel in Opencv once. The addition memory is far smaller than the memory of Irrlicht. That makes me confused most.kornwaretm wrote:correct me if i'm wrong, addition to texture resolution is the color format, like a simple alpha channel is 25% of the texture size (A8R8G8B8). these two determines the memory usage.
Thanks for you suggestion! That's a different viewport to this problem.Cube_ wrote:If you want better than that you'd have to use DXT compressed textures or some other compression that the GPU can decode directly (there are a few different ones), I don't think irrlicht supports these directly - I know PNG will get you uncompressed image data in memory.