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harlequin
Puppeteering the internet.
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setup — stream images into RAM + VRAM
#27
Open
ludimation
opened
9 years ago
ludimation
commented
9 years ago
OPTIONS
load images from hard drive every frame > requires an SSD HD
look into DXT5 compression _(seems like of only has three options —
OF_COMPRESS_NONE || OF_COMPRESS_SRGB || OF_COMPRESS_ARB
— but DXT5 might still be possible)_
load images into RAM only, then draw pixels into a buffer that gets displayed on the screen
myImage.setUseTexture(false); myImage.loadImage("blah.gif");
create only one image with a texture that is a size large enough to fit largest images
push pixel data into that image _(might even be a way to push the pixel data directly into the texture with
ofImage.getTextureReference()
)_
call ofImage.updateTexture(); after pushing pixel data to make sure texture is updated
(might be a performance bottleneck)
draw only the sub-section of the texture that matches the images dimensions to screen buffer —
ofImage.drawSubsection()
acquire a presentation machine with more VRAM
(8 + GB?)
try to predict likely images to show next and stream them in/out of RAM + VRAM
OPTIONS