Sorry didn't read your last one carefully enough. I'll definitely try what you suggested if I don't get decent numbers with these new approaches, thanks for the suggestion!
At 2K for each thumb I never expected there to be such a memory problem. I actually am doing all the drawing via imaging lingo already. I never considered pulling images on the fly from Valentina because I thought it couldn't be faster than loading them internally, and why introduce a possible speed hit. Now that speed hit (if there is one) might definitely be the lesser of evils =)
I don't get what Director is doing. I even brought all 6000 2K each thumbs into an external cast and this cast is now 220MB (after save compact, etc)! I'm referring to the file size on disk. Am I missing a special lingo method like cleanUpFatGarbage() ? =P I just didn't expect these type of problems when I started =)
-----Original Message----- From: Martin Kloss [mailto:martin.kloss .AT. gmx .DO.T de] Sent: May 30, 2002 3:25 AM To: Subscribers of Valentina Subject: RE: V4MD Picture type, less stressful on ram when loading pics at runtime?
At 03:19 30.05.2002 -0700, you wrote: >I should have been clearer. The scrolling menu, scrolls in real time >with the mouse movement. Visualize a strip moving left and right with >different levels of speed depending on mouse movement. Because the >strip is moving in real time I need to have access to all the thumbs. >It is not a "hit next page" kind of situation.
still, you can do the very same thing. Just load, i.e. 2 more thumbs for right and left tolerance, so the scrolling will be smooth and do the scrolling via imaging Lingo, so you don't actually have to move the loc of any sprite, just update the image data of a single sprite on stage.
Martin.
Martin Kloss
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