How would you implement an image ticker scroller, I mean the proper way from the 3d resource point of view?
I have done an image ticker without 3d stuff. Moving images in a window bottom like a news ticker is not hard in a true 2D drawing. Each image takes an exact size and moves from right to left in a nice queue.
But using 3D stuff we must consider resource allocation, remember pow-2 texture size. If I had a long text string rendered to a png image 920x50px size, its quite nasty to create a texture from it. And I have two to twenty of them in a scroller data.
Screen size: 800x600
scroller height: 50px
scroll1 width 920px -> 1024x64 texture
scroll2 width 420px -> 512x64 texture
scroll3 width 1240px -> 2048x64 texture
and so on longer text strings start to grow out the roof.
I was thinking of few optimizations:
a) split longer data images to two or more textures, create sprite objects. Animate sprites to move across the window.
b) create one texture a size of the scroll area (1024x64) minimum, do not move texture but update pixel content at runtime to simulate data images scrolling across the window.
Any first-hand tips and experience any of you?