2013-02-11 12:05:52 |
Nicolai Hähnle |
bug |
|
|
added bug |
2013-02-11 17:03:21 |
Chuck Wilder |
bug |
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|
added subscriber Chuck Wilder |
2013-02-12 05:04:15 |
SirVer |
widelands: assignee |
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SirVer (sirver) |
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2013-03-15 20:44:56 |
Chuck Wilder |
branch linked |
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lp:~widelands-dev/widelands/spritemaps |
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2013-03-15 21:15:25 |
Chuck Wilder |
description |
The game currently requires a lot of video memory to store all the animation frames of in-game objects.
In many cases, there is a lot of redundancy in those frames. For example. the barbarian headquarters animation has 20 frames, each of size 120x120, adding up to 288000 pixels or slightly more than 1MB of video memory. However, those frames differ only by the fairly small animation of the building's flags.
It could be quite beneficial to extract one base texture plus difference images. In the case of the barbarian headquarters, this could probably get video memory consumption down to about 40000 pixels or around 160kB, an improvement by a factor 6. Admittedly, this particular example is probably one of the cases that would benefit most, but the concept seems worthy of investigation.
Any implementation would have to be as transparent as possible, and should especially avoid putting any additional work on the graphics developers. |
The game currently requires a lot of video memory to store all the animation frames of in-game objects.
In many cases, there is a lot of redundancy in those frames. For example. the barbarian headquarters animation has 20 frames, each of size 120x120, adding up to 288000 pixels or slightly more than 1MB of video memory. However, those frames differ only by the fairly small animation of the building's flags.
It could be quite beneficial to extract one base texture plus difference images. In the case of the barbarian headquarters, this could probably get video memory consumption down to about 40000 pixels or around 160kB, an improvement by a factor 6. Admittedly, this particular example is probably one of the cases that would benefit most, but the concept seems worthy of investigation.
Any implementation would have to be as transparent as possible, and should especially avoid putting any additional work on the graphics developers.
Conversion Status:
Yet to be converted: all global, atlanteans and empire animations
barbarian: baker, barrier, blacksmith, brewer, builder, burner, carrier, cattlebreeder, chief-miner, citadel, coalmine, constructionsite, deep_coalmine, deep_goldmine, deep_oremine, deeper_coalmine, deeper_goldmine, deeper_oremine, deer, donjon, farmer, ferner, fire_tongs, fish, fisher, fishers_hut, fishing_rod, fortress, gamekeeper, gamekeepers_hut, geologist, gold, gold_mine, goldstone, granitemine, grout, hammer, hardener, headquarters_interim, helm, helmsmith, helmsmithy, hunter, hunters_hut, hunting_spear, inn, innkeeper, iron, ironore, kitchen_tools, lime_kiln, lime-burner, lumberjack, lumberjacks_hut, mask, , master-blacksmith, master-brewer, master-miner, meal, meat, metalworks, micro-brewery, miner, oremine, ox, pick, flags, pittabread, port, quarry, ranger, rangers_hut, ration, raw_stone, reed0, reed0s, reed0t, reed1, resi_coal1, resi_coal2, resi_gold1, res_gold2, resi_granit1, resi_granit2, resi_iron1, resi_iron2, resi_none, resi_water1, scout, scouts_hut, scythe, sentry, sharpaxe, ship, shipconstruction, shipwright, shipyard, shovel, smelter, smelting_works, snack, soldier, stonemason, strongbeer, stronghold, tavern, thatchreed, trainer, trainingscamp, trunk, warehouse, warhelmet, warmill, warriorsaxe, water, weavewr, weaving-mill, well, wheat, wildboar |
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2013-03-16 22:28:54 |
Chuck Wilder |
description |
The game currently requires a lot of video memory to store all the animation frames of in-game objects.
In many cases, there is a lot of redundancy in those frames. For example. the barbarian headquarters animation has 20 frames, each of size 120x120, adding up to 288000 pixels or slightly more than 1MB of video memory. However, those frames differ only by the fairly small animation of the building's flags.
It could be quite beneficial to extract one base texture plus difference images. In the case of the barbarian headquarters, this could probably get video memory consumption down to about 40000 pixels or around 160kB, an improvement by a factor 6. Admittedly, this particular example is probably one of the cases that would benefit most, but the concept seems worthy of investigation.
Any implementation would have to be as transparent as possible, and should especially avoid putting any additional work on the graphics developers.
Conversion Status:
Yet to be converted: all global, atlanteans and empire animations
barbarian: baker, barrier, blacksmith, brewer, builder, burner, carrier, cattlebreeder, chief-miner, citadel, coalmine, constructionsite, deep_coalmine, deep_goldmine, deep_oremine, deeper_coalmine, deeper_goldmine, deeper_oremine, deer, donjon, farmer, ferner, fire_tongs, fish, fisher, fishers_hut, fishing_rod, fortress, gamekeeper, gamekeepers_hut, geologist, gold, gold_mine, goldstone, granitemine, grout, hammer, hardener, headquarters_interim, helm, helmsmith, helmsmithy, hunter, hunters_hut, hunting_spear, inn, innkeeper, iron, ironore, kitchen_tools, lime_kiln, lime-burner, lumberjack, lumberjacks_hut, mask, , master-blacksmith, master-brewer, master-miner, meal, meat, metalworks, micro-brewery, miner, oremine, ox, pick, flags, pittabread, port, quarry, ranger, rangers_hut, ration, raw_stone, reed0, reed0s, reed0t, reed1, resi_coal1, resi_coal2, resi_gold1, res_gold2, resi_granit1, resi_granit2, resi_iron1, resi_iron2, resi_none, resi_water1, scout, scouts_hut, scythe, sentry, sharpaxe, ship, shipconstruction, shipwright, shipyard, shovel, smelter, smelting_works, snack, soldier, stonemason, strongbeer, stronghold, tavern, thatchreed, trainer, trainingscamp, trunk, warehouse, warhelmet, warmill, warriorsaxe, water, weavewr, weaving-mill, well, wheat, wildboar |
The game currently requires a lot of video memory to store all the animation frames of in-game objects.
In many cases, there is a lot of redundancy in those frames. For example. the barbarian headquarters animation has 20 frames, each of size 120x120, adding up to 288000 pixels or slightly more than 1MB of video memory. However, those frames differ only by the fairly small animation of the building's flags.
It could be quite beneficial to extract one base texture plus difference images. In the case of the barbarian headquarters, this could probably get video memory consumption down to about 40000 pixels or around 160kB, an improvement by a factor 6. Admittedly, this particular example is probably one of the cases that would benefit most, but the concept seems worthy of investigation.
Any implementation would have to be as transparent as possible, and should especially avoid putting any additional work on the graphics developers.
Conversion Status:
Yet to be converted: all global, atlanteans and empire animations
barbarian: baker, barrier, blacksmith, brewer, builder, burner, carrier, cattlebreeder, chief-miner, citadel, coalmine, constructionsite, deep_coalmine, deep_goldmine, deep_oremine, deeper_coalmine, deeper_goldmine, deeper_oremine, deer, donjon, farmer, ferner, fisher, fortress, gamekeeper, geologist, gold_mine, granitemine, headquarters_interim, helmsmith, helmsmithy, hunter, innkeeper, lime-burner, lumberjack, lumberjacks_hut, master-blacksmith, master-brewer, master-miner, miner, oremine, ox, flags, port, quarry, ranger, rangers_hut, reed0, reed0s, reed0t, reed1, resi_coal1, resi_coal2, resi_gold1, res_gold2, resi_granit1, resi_granit2, resi_iron1, resi_iron2, resi_none, resi_water1, scout, scouts_hut, scythe, sentry, sharpaxe, ship, shipconstruction, shipwright, shipyard, shovel, smelter, smelting_works, snack, soldier, stonemason, strongbeer, stronghold, tavern, thatchreed, trainer, trainingscamp, trunk, warehouse, warhelmet, warmill, warriorsaxe, water, weavewr, weaving-mill, well, wheat, wildboar |
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2013-03-18 02:20:07 |
Chuck Wilder |
description |
The game currently requires a lot of video memory to store all the animation frames of in-game objects.
In many cases, there is a lot of redundancy in those frames. For example. the barbarian headquarters animation has 20 frames, each of size 120x120, adding up to 288000 pixels or slightly more than 1MB of video memory. However, those frames differ only by the fairly small animation of the building's flags.
It could be quite beneficial to extract one base texture plus difference images. In the case of the barbarian headquarters, this could probably get video memory consumption down to about 40000 pixels or around 160kB, an improvement by a factor 6. Admittedly, this particular example is probably one of the cases that would benefit most, but the concept seems worthy of investigation.
Any implementation would have to be as transparent as possible, and should especially avoid putting any additional work on the graphics developers.
Conversion Status:
Yet to be converted: all global, atlanteans and empire animations
barbarian: baker, barrier, blacksmith, brewer, builder, burner, carrier, cattlebreeder, chief-miner, citadel, coalmine, constructionsite, deep_coalmine, deep_goldmine, deep_oremine, deeper_coalmine, deeper_goldmine, deeper_oremine, deer, donjon, farmer, ferner, fisher, fortress, gamekeeper, geologist, gold_mine, granitemine, headquarters_interim, helmsmith, helmsmithy, hunter, innkeeper, lime-burner, lumberjack, lumberjacks_hut, master-blacksmith, master-brewer, master-miner, miner, oremine, ox, flags, port, quarry, ranger, rangers_hut, reed0, reed0s, reed0t, reed1, resi_coal1, resi_coal2, resi_gold1, res_gold2, resi_granit1, resi_granit2, resi_iron1, resi_iron2, resi_none, resi_water1, scout, scouts_hut, scythe, sentry, sharpaxe, ship, shipconstruction, shipwright, shipyard, shovel, smelter, smelting_works, snack, soldier, stonemason, strongbeer, stronghold, tavern, thatchreed, trainer, trainingscamp, trunk, warehouse, warhelmet, warmill, warriorsaxe, water, weavewr, weaving-mill, well, wheat, wildboar |
The game currently requires a lot of video memory to store all the animation frames of in-game objects.
In many cases, there is a lot of redundancy in those frames. For example. the barbarian headquarters animation has 20 frames, each of size 120x120, adding up to 288000 pixels or slightly more than 1MB of video memory. However, those frames differ only by the fairly small animation of the building's flags.
It could be quite beneficial to extract one base texture plus difference images. In the case of the barbarian headquarters, this could probably get video memory consumption down to about 40000 pixels or around 160kB, an improvement by a factor 6. Admittedly, this particular example is probably one of the cases that would benefit most, but the concept seems worthy of investigation.
Any implementation would have to be as transparent as possible, and should especially avoid putting any additional work on the graphics developers.
Conversion Status:
Yet to be converted: all global, atlanteans and empire animations
barbarian: baker, barrier, blacksmith, brewer, builder, burner, carrier, cattlebreeder, chief-miner, citadel, coalmine, constructionsite, deep_coalmine, deep_goldmine, deep_oremine, deeper_coalmine, deeper_goldmine, deeper_oremine, deer, donjon, farmer, ferner, fisher, fortress, gamekeeper, geologist, gold_mine, granitemine, headquarters_interim, helmsmith, helmsmithy, hunter, innkeeper, lime-burner, lumberjack, lumberjacks_hut, master-blacksmith, master-brewer, master-miner, miner, oremine, ox, flags, port, quarry, ranger, rangers_hut, scout, sentry, ship, shipwright, smelter, soldier, stonemason, stronghold, trainer, trainingscamp, weaver, well, wildboar |
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2013-03-18 02:22:13 |
Chuck Wilder |
description |
The game currently requires a lot of video memory to store all the animation frames of in-game objects.
In many cases, there is a lot of redundancy in those frames. For example. the barbarian headquarters animation has 20 frames, each of size 120x120, adding up to 288000 pixels or slightly more than 1MB of video memory. However, those frames differ only by the fairly small animation of the building's flags.
It could be quite beneficial to extract one base texture plus difference images. In the case of the barbarian headquarters, this could probably get video memory consumption down to about 40000 pixels or around 160kB, an improvement by a factor 6. Admittedly, this particular example is probably one of the cases that would benefit most, but the concept seems worthy of investigation.
Any implementation would have to be as transparent as possible, and should especially avoid putting any additional work on the graphics developers.
Conversion Status:
Yet to be converted: all global, atlanteans and empire animations
barbarian: baker, barrier, blacksmith, brewer, builder, burner, carrier, cattlebreeder, chief-miner, citadel, coalmine, constructionsite, deep_coalmine, deep_goldmine, deep_oremine, deeper_coalmine, deeper_goldmine, deeper_oremine, deer, donjon, farmer, ferner, fisher, fortress, gamekeeper, geologist, gold_mine, granitemine, headquarters_interim, helmsmith, helmsmithy, hunter, innkeeper, lime-burner, lumberjack, lumberjacks_hut, master-blacksmith, master-brewer, master-miner, miner, oremine, ox, flags, port, quarry, ranger, rangers_hut, scout, sentry, ship, shipwright, smelter, soldier, stonemason, stronghold, trainer, trainingscamp, weaver, well, wildboar |
The game currently requires a lot of video memory to store all the animation frames of in-game objects.
In many cases, there is a lot of redundancy in those frames. For example. the barbarian headquarters animation has 20 frames, each of size 120x120, adding up to 288000 pixels or slightly more than 1MB of video memory. However, those frames differ only by the fairly small animation of the building's flags.
It could be quite beneficial to extract one base texture plus difference images. In the case of the barbarian headquarters, this could probably get video memory consumption down to about 40000 pixels or around 160kB, an improvement by a factor 6. Admittedly, this particular example is probably one of the cases that would benefit most, but the concept seems worthy of investigation.
Any implementation would have to be as transparent as possible, and should especially avoid putting any additional work on the graphics developers.
Conversion Status:
Yet to be converted: all global, atlanteans and empire animations
barbarian: baker, barrier, blacksmith, brewer, builder, burner, carrier, cattlebreeder, chief-miner, citadel, coalmine, constructionsite, deep_coalmine, deep_goldmine, deep_oremine, deeper_coalmine, deeper_goldmine, deeper_oremine, deer, donjon, farmer, ferner, fisher, flags, fortress, gamekeeper, geologist, gold_mine, granitemine, headquarters_interim, helmsmith, helmsmithy, hunter, innkeeper, lime-burner, lumberjack, lumberjacks_hut, master-blacksmith, master-brewer, master-miner, miner, oremine, ox, flags, port, quarry, ranger, rangers_hut, scout, sentry, ship, shipwright, smelter, soldier, stonemason, stronghold, trainer, trainingscamp, weaver, well, wildboar |
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2013-03-20 20:12:28 |
Chuck Wilder |
description |
The game currently requires a lot of video memory to store all the animation frames of in-game objects.
In many cases, there is a lot of redundancy in those frames. For example. the barbarian headquarters animation has 20 frames, each of size 120x120, adding up to 288000 pixels or slightly more than 1MB of video memory. However, those frames differ only by the fairly small animation of the building's flags.
It could be quite beneficial to extract one base texture plus difference images. In the case of the barbarian headquarters, this could probably get video memory consumption down to about 40000 pixels or around 160kB, an improvement by a factor 6. Admittedly, this particular example is probably one of the cases that would benefit most, but the concept seems worthy of investigation.
Any implementation would have to be as transparent as possible, and should especially avoid putting any additional work on the graphics developers.
Conversion Status:
Yet to be converted: all global, atlanteans and empire animations
barbarian: baker, barrier, blacksmith, brewer, builder, burner, carrier, cattlebreeder, chief-miner, citadel, coalmine, constructionsite, deep_coalmine, deep_goldmine, deep_oremine, deeper_coalmine, deeper_goldmine, deeper_oremine, deer, donjon, farmer, ferner, fisher, flags, fortress, gamekeeper, geologist, gold_mine, granitemine, headquarters_interim, helmsmith, helmsmithy, hunter, innkeeper, lime-burner, lumberjack, lumberjacks_hut, master-blacksmith, master-brewer, master-miner, miner, oremine, ox, flags, port, quarry, ranger, rangers_hut, scout, sentry, ship, shipwright, smelter, soldier, stonemason, stronghold, trainer, trainingscamp, weaver, well, wildboar |
The game currently requires a lot of video memory to store all the animation frames of in-game objects.
In many cases, there is a lot of redundancy in those frames. For example. the barbarian headquarters animation has 20 frames, each of size 120x120, adding up to 288000 pixels or slightly more than 1MB of video memory. However, those frames differ only by the fairly small animation of the building's flags.
It could be quite beneficial to extract one base texture plus difference images. In the case of the barbarian headquarters, this could probably get video memory consumption down to about 40000 pixels or around 160kB, an improvement by a factor 6. Admittedly, this particular example is probably one of the cases that would benefit most, but the concept seems worthy of investigation.
Any implementation would have to be as transparent as possible, and should especially avoid putting any additional work on the graphics developers.
Conversion Status:
Yet to be converted: all global and empire animations, plus
atlantean: armoursmith, baker, bakery, blackroot_farmer, builder, burner, burners_house, carrier, constructionsite, crysatalmine, farmer, fish_breeder, fisher, forester, geologist, goldmine, horse, horse_breeder, hunter, ironmine, mill, miller, miner, flags, sawmill, sawyer, scout, scouts_house, ship, shipwright, shipyard, smelter, smoker, smokery, soldier, spiderbreeder, stonecutter, toolsmith, trainer, weaponsmith, weaver, woodcutter
barbarian: baker, barrier, blacksmith, brewer, builder, burner, carrier, cattlebreeder, chief-miner, citadel, coalmine, constructionsite, deep_coalmine, deep_goldmine, deep_oremine, deeper_coalmine, deeper_goldmine, deeper_oremine, deer, donjon, farmer, ferner, fisher, flags, fortress, gamekeeper, geologist, gold_mine, granitemine, headquarters_interim, helmsmith, helmsmithy, hunter, innkeeper, lime-burner, lumberjack, lumberjacks_hut, master-blacksmith, master-brewer, master-miner, miner, oremine, ox, flags, port, quarry, ranger, rangers_hut, scout, sentry, ship, shipwright, smelter, soldier, stonemason, stronghold, trainer, trainingscamp, weaver, well, wildboar |
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2013-04-02 03:24:47 |
Chuck Wilder |
description |
The game currently requires a lot of video memory to store all the animation frames of in-game objects.
In many cases, there is a lot of redundancy in those frames. For example. the barbarian headquarters animation has 20 frames, each of size 120x120, adding up to 288000 pixels or slightly more than 1MB of video memory. However, those frames differ only by the fairly small animation of the building's flags.
It could be quite beneficial to extract one base texture plus difference images. In the case of the barbarian headquarters, this could probably get video memory consumption down to about 40000 pixels or around 160kB, an improvement by a factor 6. Admittedly, this particular example is probably one of the cases that would benefit most, but the concept seems worthy of investigation.
Any implementation would have to be as transparent as possible, and should especially avoid putting any additional work on the graphics developers.
Conversion Status:
Yet to be converted: all global and empire animations, plus
atlantean: armoursmith, baker, bakery, blackroot_farmer, builder, burner, burners_house, carrier, constructionsite, crysatalmine, farmer, fish_breeder, fisher, forester, geologist, goldmine, horse, horse_breeder, hunter, ironmine, mill, miller, miner, flags, sawmill, sawyer, scout, scouts_house, ship, shipwright, shipyard, smelter, smoker, smokery, soldier, spiderbreeder, stonecutter, toolsmith, trainer, weaponsmith, weaver, woodcutter
barbarian: baker, barrier, blacksmith, brewer, builder, burner, carrier, cattlebreeder, chief-miner, citadel, coalmine, constructionsite, deep_coalmine, deep_goldmine, deep_oremine, deeper_coalmine, deeper_goldmine, deeper_oremine, deer, donjon, farmer, ferner, fisher, flags, fortress, gamekeeper, geologist, gold_mine, granitemine, headquarters_interim, helmsmith, helmsmithy, hunter, innkeeper, lime-burner, lumberjack, lumberjacks_hut, master-blacksmith, master-brewer, master-miner, miner, oremine, ox, flags, port, quarry, ranger, rangers_hut, scout, sentry, ship, shipwright, smelter, soldier, stonemason, stronghold, trainer, trainingscamp, weaver, well, wildboar |
The game currently requires a lot of video memory to store all the animation frames of in-game objects.
In many cases, there is a lot of redundancy in those frames. For example. the barbarian headquarters animation has 20 frames, each of size 120x120, adding up to 288000 pixels or slightly more than 1MB of video memory. However, those frames differ only by the fairly small animation of the building's flags.
It could be quite beneficial to extract one base texture plus difference images. In the case of the barbarian headquarters, this could probably get video memory consumption down to about 40000 pixels or around 160kB, an improvement by a factor 6. Admittedly, this particular example is probably one of the cases that would benefit most, but the concept seems worthy of investigation.
Any implementation would have to be as transparent as possible, and should especially avoid putting any additional work on the graphics developers.
Conversion Status:
Yet to be converted: all global animations, plus
atlantean: armoursmith, baker, bakery, blackroot_farmer, builder, burner, burners_house, carrier, constructionsite, crysatalmine, farmer, fish_breeder, fisher, forester, geologist, goldmine, horse, horse_breeder, hunter, ironmine, mill, miller, miner, flags, sawmill, sawyer, scout, scouts_house, ship, shipwright, shipyard, smelter, smoker, smokery, soldier, spiderbreeder, stonecutter, toolsmith, trainer, weaponsmith, weaver, woodcutter
barbarian: baker, barrier, blacksmith, brewer, builder, burner, carrier, cattlebreeder, chief-miner, citadel, coalmine, constructionsite, deep_coalmine, deep_goldmine, deep_oremine, deeper_coalmine, deeper_goldmine, deeper_oremine, deer, donjon, farmer, ferner, fisher, flags, fortress, gamekeeper, geologist, gold_mine, granitemine, headquarters_interim, helmsmith, helmsmithy, hunter, innkeeper, lime-burner, lumberjack, lumberjacks_hut, master-blacksmith, master-brewer, master-miner, miner, oremine, ox, flags, port, quarry, ranger, rangers_hut, scout, sentry, ship, shipwright, smelter, soldier, stonemason, stronghold, trainer, trainingscamp, weaver, well, wildboar
empire: arena, armoursmith, armoursmithy, baker, bakery, brewer, builder, burner, carpenter, carrier, constructionsite, donkey, donkeybreeder, farm, farmer, fisher, forester, fortress, geologist, hunter, innkeeper, lumberjack, master-miner, miller, miner, outpost, flags, pig-breeder, scout, scouts_house, shepherd, ship, shipwright, smelter, soldier, stonemason, toolsmith, tower, trainer, vinefarmer, weaponsmith, weaponsmithy, weaver, weaving-mill |
|
2013-04-13 18:39:12 |
Nicolai Hähnle |
attachment added |
|
make_spritemap.py https://bugs.launchpad.net/widelands/+bug/1121982/+attachment/3643328/+files/make_spritemap.py |
|
2014-02-26 05:23:55 |
SirVer |
widelands: status |
Confirmed |
In Progress |
|
2014-09-18 13:17:18 |
SirVer |
widelands: status |
In Progress |
Incomplete |
|
2014-11-25 05:21:59 |
SirVer |
widelands: status |
Incomplete |
Confirmed |
|
2015-01-12 00:20:08 |
Chuck Wilder |
bug task added |
|
widelands-media |
|
2016-01-30 15:37:20 |
SirVer |
widelands: assignee |
SirVer (sirver) |
|
|
2016-10-10 08:05:33 |
GunChleoc |
tags |
graphic memory |
graphics memory |
|
2016-11-14 07:51:18 |
SirVer |
widelands: assignee |
|
GunChleoc (gunchleoc) |
|
2016-11-14 08:00:17 |
GunChleoc |
branch linked |
|
lp:~widelands-dev/widelands/spritemaps_testing |
|
2018-09-11 05:54:05 |
GunChleoc |
branch linked |
|
lp:~widelands-dev/widelands/spritesheet_generation |
|
2019-08-30 18:10:34 |
GunChleoc |
branch unlinked |
lp:~widelands-dev/widelands/spritesheet_generation |
|
|
2019-09-17 10:56:05 |
GunChleoc |
bug watch added |
|
https://github.com/widelands/widelands/issues/1947 |
|
2019-09-17 10:56:10 |
GunChleoc |
widelands: status |
Confirmed |
Won't Fix |
|
2019-09-17 11:16:17 |
GunChleoc |
widelands-media: status |
New |
Won't Fix |
|