Tuesday, June 23rd, 2009
>There have been many tools to help make image spriting easier, by packaging up your images into one large image and splitting it up again via CSS.
Steve Souders just showed off a new little tool he created, Sprite Me at the Velocity conference that kicked off today. He has made it easier to work with sprites by:
- finds background images: SpriteMe generates a list of all background images in the page. Hovering over the its URL displays the image.
Each of the DOM elements that use that image are also listed. [DONE]
- groups images: It’s hard to figure out which images can be sprited together, and how they should be laid out. For example, background images that repeat horizontally must fill the entire width of the sprite. Background images positioned
left bottommust be at the right top of the sprite if their container might be bigger than the image. SpriteMe determines which images should be sprited together based on these constraints.[IN PROCESS]
- creates sprites: SpriteMe generates the sprite for each grouping of images. This is done using open source tools, such as CSS Sprite Generator. [TBD]
- updates CSS: The final tricky part of using sprites is changing the CSS. Sometimes the CSS is a rule in a stylesheet. Or it might be a rule in an inline style block. Or it might be specified in an element’s style attribute. Because SpriteMe runs inside your web page, it can find the CSS that needs to be updated. It makes the changes in realtime, so you can visually check to confirm the sprites look right.You can export the modified CSS to integrate back into your code. [TBD]
Great, a simple new bookmarklet to work with Sprites. It is always a good idea to sprite up right? Not exactly.
Vlad Vuki?evi?, a leader in the Mozilla community (and brought us cool stuff like Canvas 3D!) has spoken up on the internals of the browser, which shows you the trade-offs for the spriting approach:
The biggest problem with CSS sprites is memory usage. Unless the sprite image is carefully constructed, you end up with incredible amounts of wasted space. My favourite example is from WHIT TV’s web site, where this image is used as a sprite. Note that this is a 1299×15,000 PNG. It compresses quite well — the actual download size is around 26K — but browsers don’t render compressed image data. When this image is downloaded and decompressed, it will use almost 75MB in memory (1299 * 15000 * 4). If the image didn’t have any alpha transparency, this could be maybe optimized to 1299 * 15000 * 3, though often at the expense of rendering speed. Even then, we’d be talking about 55MB. The vast majority of this image is blank; there is nothing there, no useful content whatsoever. Just loading the main WHIT page will cause your browser’s memory usage to go up by at least 75+MB, just due to that one image.
That’s not the right tradeoff to make for a website.
What alternatives are there? None right now…. but they are hopefully on the way. Some folks have been talking about the idea of packaging up images in zip files, and then the browser can manage more than just the download process, but also only load up what it needs:
Many browsers have support for offline manifests already; it might be possible to extend that to allow downloading one file (like a jar/zip file) that contains a manifest of resources and equivalent URLs that are contained inside it.
Rob Sayre, also of Mozilla, broached the subject:
Sprites have the advantage of working right now, but maybe there should be a way to serve up a multipart response with your sprite images as well. That would cut down on CSS rule count and maintenance, but still group the images in one HTTP request. Authors are already giving up the advantages of separate resources in return for speed, so maybe this is worth doing.
You can (in theory… haha) get some of these advantages with HTTP pipelining, but a multipart response would allow the server optimize the response order as they do with sprites today.
Posted by Dion Almaer at 12:01 am