Activity log for bug #1121982

Date Who What changed Old value New value Message
2013-02-11 12:05:52 Nicolai Hähnle bug added bug
2013-02-11 17:03:21 Chuck Wilder bug added subscriber Chuck Wilder
2013-02-12 05:04:15 SirVer widelands: assignee SirVer (sirver)
2013-03-15 20:44:56 Chuck Wilder branch linked lp:~widelands-dev/widelands/spritemaps
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
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
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
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
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
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