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Qwaizang:syntax_entity_
Least Memory: Bitmaps or Traced Bitmaps?
Hey everybody,
I need to use alot of sprite frames for my project. Would it be wiser to trace the bitmap and use vector equivelants of the animation (pixel-accurate drawings) or vector masks over the actual bitmap?
If I use bitmaps, how can I use large bitmaps that are repositioned in each frame to reveal a region without dealing with slowdown? Do I have to use a large amount of bitmaps, one for each frame, to avoid this?
I'm thinking of major lag during rotation, etc.
Thanks,
+Q__
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Run for your life!
Bitmaps will be faster, what you should do is export as .png with a transparent background, i think that would be the easiest way to get rid of any borders, without overflowing on memory
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hmm
In terms of memory, I think it depends on the quality of the trace. A really complex trace will use more memory than a bitmap. A low quality one will use less, but look very abstract.
I say if your using bitmaps (unless your going for some sort of style), stick with bitmaps. Like Phlook said, they're faster to throw around.
If I use bitmaps, how can I use large bitmaps that are repositioned in each frame to reveal a region without dealing with slowdown? Do I have to use a large amount of bitmaps, one for each frame, to avoid this?
How big is the image? What is meant to do? Is it a mask.
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Flash, Mans greatest invention
trace bitmap is more for that abstract effect than to actually make the bitmap vector
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