#pentagram@irc.freenode.net logs for 18 Sep 2008 (GMT)

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[03:32:32] <watt> Hmmm, thinking its a megabyte per texture per minimap - might need to think up a better way to store the info.
[03:35:18] <Colourless> one bit per pixel and recalc the colour on map load perhaps?
[03:38:35] <watt> Not sure I follow - bit per pixel to indicate a need to recalc?
[03:40:59] <watt> btw - my guess was by the size of texbuffer in MiniMapGump.h - probably way bigger than I actually need to store on a per map basis.
[03:42:08] <Colourless> you'd store a bit mask of whats been revealed
[03:42:26] <Colourless> which would be lots smaller than storing the entire coloured bit map
[03:43:04] <Colourless> when loading the map you'd regenerate the coloured bitmap image from the bit mask
[03:43:29] <Colourless> 1 mb would be way way way more than needed
[03:44:20] <watt> Makes sense.
[03:45:16] <Colourless> in theory you should only need to store as much info as the map is big. The maps don't take up the entire coordinate range that is availabl
[03:45:18] <Colourless> e
[03:46:50] <watt> Think it would have to make each previously viewed chunk fast to recalc the colors on map load.
[03:47:22] <watt> Would that potentially cause issues?
[03:47:38] <Colourless> hmm
[03:47:42] <Colourless> true
[03:47:44] <Colourless> didn't think of that
[03:54:22] <Colourless> you'll want to save it out obviously
[03:54:27] <Colourless> uh
[03:54:28] <watt> I know I don't really need a fully 32-bit colour on it - alpha makes no sense, and I can probably get away with 16-bit.
[03:54:33] <Colourless> you'll want to compress it when you savbe it ouy
[03:55:00] <Colourless> indexing it would improve the size
[03:55:13] <Colourless> the minimaps aren't all that colourful
[03:55:39] <Colourless> also only save the region that has been revealed.
[03:56:21] <Colourless> you could also just zip it up :-)
[03:56:26] <watt> true - 256 colour palette might work quite well
[03:57:01] <watt> thought the saves were already zipped.
[03:58:05] <Colourless> they are
[03:58:14] <watt> :-)
[03:58:42] <Colourless> though they way the savegames are stored, the minimaps wont be compressed as well as they otherwise could
[03:58:54] <watt> ah
[04:00:07] * watt grumbles at Colbert - offering free rock band 2 download and my xbox red ringed last week.
[04:00:10] <Colourless> all the data tends to get stored in single files which works great for storing the datastructures, but it wont work too well with the bitmap data in the middle of it all
[04:00:58] <Colourless> should mess around with the code myself to see what happens
[04:01:23] <Colourless> also re zipping the maps independantly, they would be storred zipped in memory when not the active map
[04:02:06] <Colourless> at least that is how i'd do it. while memory usage isn't that big of a problem, i'd stll rather we didn't uncessarily waste it all
[04:02:14] <watt> hmmm. yeah, I could see benefit to that
[04:03:04] <Colourless> could try just pnging them and see what happens too
[04:04:01] <watt> Really need to expand on write ability of the the Texture classes.
[04:09:23] <watt> Think that'll have to be my next project.
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[21:47:23] <watt> spam sent to me email @ sourceforge is now daily for me - never used to get any.
[21:48:17] <watt> maybe it was gmail filtering out though.
[21:48:37] <watt> current email addy doesn't filter yet
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