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Thread: Java Mobile - Two questions (graphic size) !

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    Java Mobile - Two questions (graphic size) !

    Hello,

    I have two questions about the Mobile Java runtime. The first is somewhat more difficult to explain. I've had two different active objects (active 1, active 2..), However, the have exactly the same graph. If this graphic when creating a Java file handled as two different sperate graphics or recognize MMF2
    Automatically it is one and the same graphics?

    The second question is an idea that came across my mind for the mobile mmf, and could be very useful, its about compressing the graphics. I read on the forums that the most graphics have way too much free space completely wasted, it would make sense to "cut" the graphics. How it could look like:

    [img:center]http://www.games-net.de/tagebuchbilder/ofen1.gif[/img]
    [size:8pt]( 512 x 512 - 32 )[/size]
    Out of these graphics, that wasted too much space has been made...


    [img:center]http://www.games-net.de/tagebuchbilder/ofen2.gif[/img]
    ...this here. The graphics use way less space. That'd be awesome for the MMF, as i slowly exceed the 1mb limit for my mobile game.

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    Clicker Multimedia Fusion 2 Developer

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    Re: Java Mobile - Two questions (graphic size) !

    Drawing a sprite from that latter picture would be much more expensive, due to having to chop and reassemble. Not something you want on a phone with limited processing power...

    It's most likely that MMF only stores the images at the size they actually are, so no wasted space. The "wasted space" thing you read is most likely talking about MMF HWA. 3D Graphics cards work better with "power of 2" sized images. Different cards either use non-power-of-two images as-is but run slowly as a result, pad the image to a power of 2 (i.e. wasted space) or (old cards especially) rescale the image to be a power of two in size, distorting it but allowing it to run fast.

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