zerratar's Recent Forum Activity

  • Thank you lunarray for notifying me this!

    I have fixed it and it should be back up now, downloadable :)

    // Sorry for the late reply

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  • > The purpose of the program is to take a big image and transform into lots of smaller images and has to check every pixel for it to do this

    > Its not that strange if you ask me

    >

    each pixel of a 100MB bmp, lumped together, should occupy exactly.... 100MB!

    unless we're talking a 100MB highly compressed jpg, which would make it horrendously big.

    I suspect wanton memory leaks. Probably hierarchical cuts and making lots of copies and then discarding them quickly (garbage collector kicks in periodically).

    I really dislike garbage collectors in programming languages, they lead to code like this <!-- s:P -->

    {SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz[/IMG]<!-- s:P -->

    :p Hehe I know this is 2 years late.

    Spricer is an old project of mine, I created it for my own Private use, but a friend of mine suggested me to just put it out on the web since if I'm having problems with slicing up spritesheets properly, then somebody else MOST LIKELY will have the same problem.

    Thats where it all started.

    Yes, to begin with its coded in c# :p magical stuff does not happen in this black box. And unfortenately it DOES take up quite more memory than what the image itself uses.

    WHY?

    Well its because, each pixel had to be collected, stored and processed in the memory. Dont forget that a pixel on a image is represented differently in programming language. you have a "object" (well in this case it is, not always) to represent each pixel. So even if a image is 100MB big, it wouldnt be 100MB in memory.

    Because each pixel object has 4 bytes to begin with. Alpha,Red,Green,Blue, and in this case even X,Y. These objects represents quite a lot more bytes then the original 4 bytes per pixel.

    Sorry if I'm not making any sense :p

    This old version of Spricer used the .NET getpixel to read the pixels. Stupid enough, so it had to open up the image for reading, read 1 pixel and then close the image again.

    This has been fixed and the image processing is now ~10x quicker.

    Please check: youtube.com/watch

    for a new, updated version.

    Sorry again for bringing this back into motion, just thought that if this was brought some light to it. Maybe people will find out that spricer isnt that bad :)

    Other then that, just leave a comment and tell me I'm stupid if you need to. My thoughts are only to help people. Not creating a burden for them.

    Cheers!

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zerratar

Member since 30 Aug, 2012

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