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Socoder -> Blitz Max -> BlitzMax LoadImage brainfart

Fri, 18 Nov 2016, 04:21
GfK
<N00B QUESTION>

If you're to run in a 16/9 resolution, say, 1366x768, and want to have a background image that fills the whole screen, is it hardware-safe to just load a 1366x768 image, or should I be resizing it in Photyshop to something I can break up into 256x256 chunks?*

*which poses a problem as no 16/9 res divides equally.

</N00B QUESTION>
Fri, 18 Nov 2016, 04:42
rockford
You can load the whole image without problem. I used the same size for my abandoned Impossible Mission game. It worked fine.
Fri, 18 Nov 2016, 06:02
GfK
That's what I suspected. But I've always used 1024x768 for game logic in the past, which divides neatly into 256x256 chunks. So any full-screen image, I've always drawn it like that instead of in one go.
Fri, 18 Nov 2016, 07:40
Jayenkai
That's a big picture!!
Iirc, BMax has no safe " an the GfK card handle this size" test. It just crashes.. am I right? I can't remember!!

Either way, I tend to stick with square sizes, at multiples of 32.
If you can load and use a 2048x2048, I'd do that, and design a background that extends beyond the required resolution, but looks decent when cropped and centered.

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Fri, 18 Nov 2016, 10:07
rockford
Remember Jay, Max is not for mobile devices, so pretty much anything is OK for pc use.

I've never had any sizing issues on pc or a single crash due to large or irregular sized images.
Fri, 18 Nov 2016, 10:26
Jayenkai
Not true.. my old Nvidia card (damned if I remember which) was a total bitch about image ratios!
It was also crap at rendering text in .bb, too.
It was a while ago, though. Pre-hospital, so at least 4 years ago.
But you should always be aware that some folk have 4 year old systems, and that even the simplest of things can fuck up!!

PC fragmentation isn't as bad as Android, but it still exists in annoying little areas!

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Fri, 18 Nov 2016, 11:21
GfK
That's not big!

My game map is 3072x2048 - that's big! But at least I can break it up into 256x256 blocks.

So anyway, if I should really care about ancient hardware then what's the solution? I'm not sure that creating a 2048x2048 image is any solution at all.
Fri, 18 Nov 2016, 11:28
Jayenkai
Iirc, from my crazy testing at the time, the "square and powers of 2" stuff only started freaking out if it were above 1024x1024.
Perhaps draw two 1024 tiles, side by side.
Should cover most of the important area.
.. if any larger resolutions come up, perhaps draw the image so it can blend into a solid background fill colour where the 1024 height doesn't quite cover the area.

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Fri, 18 Nov 2016, 12:36
GfK
Hm, I think what I'll do is load the 1366x768 as a pixmap, paste it into a larger 1536x768 pixmap, then load it with LoadAnimImage in 256x256 segments. Bit of waste (a 170 pixel wide strip) down the right-hand side but it's probably the safest way.
Fri, 18 Nov 2016, 12:41
Jayenkai
Yeah, sounds fine!
Shame I didn't have my desktop up and running anymore. Probably could've set it off on a mass image-based test!

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Sat, 19 Nov 2016, 00:26
rockford
Jay, it's unlikely that any machine nowadays (from the last 10 years) will have issues with an image 1366x768 and if anyone's does and they complain, simply ask them how old their machine is and what graphics card they are using - I'm pretty sure they won't come back.

It's impossible to support every possible machine and gfx card type - especially legacy. Looking on Google, 1366x768 is the dominant screen resolution with a 19.1% usage - the next closest is 1920x1080 at 9.4%. So I suspect that the majority will definitely be able to see the image fine. Obviously there may be a need for a scaling system, but I doubt 1366x768 will cause any problems.

Perhaps find a few friends/peeps to test a simple image and get their results before pushing out anything major.
Sat, 19 Nov 2016, 17:01
therevillsgames
My last two games have used background images of 1366x768 and I just used LoadImage. Had no issues

For the mobile ports I resized them down to 1024x576 and scale them back up to 1366x768 in game.