The higher the better, the only trade of I can think of here is build time, I have noticed this especially on hardware compression. This is the quality you want the texture to be at. Note that there are no support for alpha with the ETC1 format. There are two alternatives for it 2BPPV1 (2 bit mode) or 4BPPV1 (4 bit mode).ĮTC1 is a part of the OpenGL ES graphics standard extensions and is mainly used for Android. PVRTC is a hardware compression format for PowerVR GPUs, main usage is for iOS. LUMINANCE is a grey scale image so it only uses one channel, if you put in an image with RGB values in an atlas with this format the color of each pixel will be calculated with (something along the line of) 0.3 R+0.59G+0.11*B this is to represent the colors in a way that takes how the eye works in account. If you images have alpha you want something that have RGBA. RGB means that the alpha will be discarded, if your images uses alpha and you use this compression where there was alpha before there will now be black. Remember that you platform you pick should support the format, OS_ID_GENERIC with a hardware format will not work.ĭictates which channels should be included and if you are using an hardware compression, it is essentially how much memory the images will consume. Texture profiles are covered very thoroughly in the documentation so if you want all information read about it here ĭictates which platform the profile should be used for it is quite self explanatory but it is worth mentioning that the OS_ID_GENERIC is used on all platforms, this means that if you uses OS_ID_IOS and OS_ID_GENERIC your build on IOS will now contain both OS_ID_GENERIC and OS_ID_IOS. This is also true if you use anything else than your local computer as a target. The texture profile is only used when you bundle your package, if you are using “build and run” it will not compress your textures, however if there is an error in the profile it may make the build unable to run, or fail to load that atlas. A lot of the number presented in this post are ballpark numbers and should only be seen as a recommendations, not law or fact. This post is for beginners of mobile game dev and aim to inform about the different areas of how to work with textures in defold.
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