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  low memory images  (Read 1102 times)
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Offline counterp

Senior Devvie

Medals: 11

« Posted 2011-08-17 05:00:41 »

Is there an alternative to BufferedImage or a way to really cut down on memory usage for it?
Offline Cero
« Reply #1 - Posted 2011-08-17 12:45:24 »

As I understand it, images/textures have to be uncompressed in RAM; even if they weren't you'd have to decompress them every time from ram, which would be slow.
so only way to reduce it would be to cut/slice the image and use only parts

and have only the images in ram you need at a certain point... load images into ram using a thread, stuff like that

Offline counterp

Senior Devvie

Medals: 11

« Reply #2 - Posted 2011-08-17 12:59:15 »

crap, I figured I would have to end up saving the images to the harddrive >:L

EDIT: I did it and everything went better than expected... the delay isn't horrendous at least
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