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| | |-+  Code Optimization - Spacer Images
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Author Topic: Code Optimization - Spacer Images  (Read 1088 times)

Offline DrewVosburg

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Code Optimization - Spacer Images
« on: January 14, 2011, 09:38:52 AM »
I have been working on a theme update, and things are behaving the way i want them to.  I am now refactoring, and I have a few questions as far as system load goes.

There are several instances where I need white rectangles of various sizes.  I have .bmp files of each size i need, but each image into the biggest image's resolution.

Is it better RAM-wise to load different images of correct sizes, or to load the larger image into correct-sized viewports?  Right now I'm actually going to guess the latter, since I only have to load (i'm assuming, load into RAM?) the image file once, whereas with multiple files, I have to load each one into RAM.

I'm not hitting any technical limits, but obviously I want as little load on the player as possible.
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Offline Progweed

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Re: Code Optimization - Spacer Images
« Reply #1 on: January 14, 2011, 04:17:24 PM »
I wouldn't worry about that, because the skin buffers size is static anyway. As long as you don't exceed the limits there shouldn't be a problem.
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Offline DrewVosburg

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Re: Code Optimization - Spacer Images
« Reply #2 on: January 17, 2011, 06:02:03 PM »
What is it in a theme adds to the skin buffer size? I am working on what I would consider a fairly simple theme, but i'm already using a lot of skin RAM...

EDIT: Figured it out.  I was loading images for each screen (.wps, .sbs, and .fms) when i can just display the .sbs all the time.  cut the skin buffer in half!
« Last Edit: January 17, 2011, 09:24:44 PM by DrewVosburg »
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