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  Button class, image or graphics?  (Read 1049 times)
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Offline nellykvist

Senior Newbie





« Posted 2013-10-09 17:41:32 »

I'm creating a button class in Slick2D library for game development. So I want to instead of using three images for a button like contains, pressed and down, to use graphics to draw a rectangle and add to it many other graphic features, and what takes more memory ?
Offline Riven
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« Reply #1 - Posted 2013-10-09 17:58:36 »

and what takes more memory ?
Both use so little memory that this factor should be irrelevant when making your decision.

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Offline RobinB

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« Reply #2 - Posted 2013-10-09 21:20:56 »

Also, memory is not a problem most of the time, cpu / gpu cycles is whats never enough, drawing an simple image seems much faster then drawing every graphical feature with code.
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Offline Opiop
« Reply #3 - Posted 2013-10-09 22:27:29 »

If you're that worried about memory usage, use a texture atlas.
Offline Jimmt
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« Reply #4 - Posted 2013-10-09 22:34:23 »

If you're that worried about memory usage, use a texture atlas.
fyi, texture atlases are for improving texture binding speed, not saving memory.
Offline nellykvist

Senior Newbie





« Reply #5 - Posted 2013-10-10 10:42:40 »

If you're that worried about memory usage, use a texture atlas.
Nah, I was just curious.. Cheesy
Thank you guys on replys.
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