dyn wrote:And my question to you:
You draw images with alphachannel in your Pyromania game, isn't it? How did you do it?
I use Jason's (fast_rx) alpha-blitting code, it uses 2 16bpp surfaces and have amazing blitting speed.
When I release my Demo (soon, all graphics&code done,making levels), you'll see that it doesn't slow the game on 2002+ devices even with lot's of smoke and fire puffs

Only on my MIPS device I have noticed a little slowdown.
Thanks for answering my questions, now I'm starting to see the real benefits of your approach. Correct me if I'm wrong, they are:
1. Cross-platform development. I can use the same set of tga files on Win32, PPC 2000 to WMobile 5.0, Symbian(?)
Don't care about is it WM5.0 or not
This is a very strong benefit(for me).
2. TGA 16bpp. I think here lies another great benefit that could be used by your lib.
First of all TGA is a 'rare' image format that supports 16bpp(not-palette) And 15bpp +1Alphabit(vis/invis). PNG(RGB), JPG and GIF(obviously) don't.
The first benefit here is size and speed on decompression. I'm not sure about the speed but if 16bpp TGA uses the same color scheme as Surface class => speed up could be noticeable.
The second is
WYSIWYG - When you convert to TGA 16bpp and look at the image on your PC, the 16bpp would be increased to 24bpp in many viewing programs, but the appearance should be quiet the same as on PPC(in your game).
3. RLE. Is fast'n easy compression-decompression algorithm and it is supported by TGA
4. Zip + TrueVision TARGA. It seems that zip'ed 16bpp TGA will beat zippish PNG(24bpp) file format in both size and speed of loading. Due to LZW Gif should be slower than both. JPG would be much slower.Don't know about 16bpp bmp.
5. Alpha channel. It would be even better if TGA supports 24bpp where 16bpp is for color and 8bpp is for Alpha. The benefits could be obvious.
So, dyn, maybe you found "elixir-stone" !
Cross-platform, small size(zipped/RLE'd), fast on load, lossless, WYSIWYG (16bpp), Alpha channel, Blit() is the same Blit for alpha/no-alpha surfs. What more do we need?
What do you think about 16bpp/RLE support and possibly about 24bpp(16bpp color+8bpp alpha)? And could you,please, provide a link or post a project that uses zip+TGA.
Any other comments are welcome
EDIT:
According to:
http://www.dca.fee.unicamp.br/~martino/disciplinas/ea978/tgaffs.pdf
The Alpha channel IS possible in 24bpp (16bits for color 8bits Alpha channel).
But I do not know is there any free encoding software that supports this.