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Thread: Least Memory: Bitmaps or Traced Bitmaps?

  1. #1
    Qwaizang:syntax_entity_ Q__Hybrid's Avatar
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    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__

  2. #2
    Run for your life! Phlook's Avatar
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    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

  3. #3
    hmm Pugger's Avatar
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    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.

  4. #4
    Flash, Mans greatest invention
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    trace bitmap is more for that abstract effect than to actually make the bitmap vector

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