2MB textureMemoryUsed for 29KB image?

Corona’s using 2 MB to display a 29KB image. Does that seem correct?

local img5 = display.newImage( “myImage.png” )

–outputs 2.1MB
print( (system.getInfo(“textureMemoryUsed”) / 1024) / 1024 )
[import]uid: 4596 topic_id: 7165 reply_id: 307165[/import]

I think textureMemoryUsed might be outputting some skewed numbers? It’s .000something on my device. [import]uid: 4596 topic_id: 7165 reply_id: 25196[/import]

And I also think (I might be wrong), that OpenGL uses texture memory for the image’s dimensions rounded up to the nearest power of 2. E.g. a 62x18 image would use texture memory for 128x32 dimensions. I may be wrong, though… [import]uid: 8782 topic_id: 7165 reply_id: 25203[/import]

@Robert - You are correct in that assumption. That is the reason it is always best to use square-textures (as small as you can get away with) and also why spritesheets are so great. Other than the fact there will be less data access as it’s just one file you will also be able to fit lots of odd-sized sprites into a single square texture. [import]uid: 5833 topic_id: 7165 reply_id: 25228[/import]