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<TITLE>RE: [fpc-pascal]GIF 87a/89a</TITLE>
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<P><FONT SIZE=2>> -----Original Message-----</FONT>
<BR><FONT SIZE=2>> From: Balogh, Karoly (Charlie/iNQ) [<A HREF="mailto:charlie@scenergy.dfmk.hu">mailto:charlie@scenergy.dfmk.hu</A>]</FONT>
<BR><FONT SIZE=2>> Sent: mardi 19 novembre 2002 15:19</FONT>
<BR><FONT SIZE=2>> To: fpc-pascal@deadlock.et.tudelft.nl</FONT>
<BR><FONT SIZE=2>> Subject: Re: [fpc-pascal]GIF 87a/89a</FONT>
<BR><FONT SIZE=2>> </FONT>
<BR><FONT SIZE=2>> </FONT>
<BR><FONT SIZE=2>> Of course, everyone uses plain raw or BMP images for Putimage </FONT>
<BR><FONT SIZE=2>> and such </FONT>
<BR><FONT SIZE=2>> routines. But i see no reason why you couldn't use some </FONT>
<BR><FONT SIZE=2>> compressed image </FONT>
<BR><FONT SIZE=2>> format to store pictures on the HDD, and convert to raw chunky or BMP </FONT>
<BR><FONT SIZE=2>> format at load-time. </FONT>
<BR><FONT SIZE=2>> </FONT>
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<P><FONT SIZE=2>If The game could load ALL images at the start (true for a space invader), there is not so much problem. But in the case of a very large 3D environment where textures are loaded as needed, it could be OK if LoadOfCompressedImage + TimeToDecompress <= LoadOfUncompressedImage.</FONT></P>
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