Build >656 is not good for my android build

Hi guys,
So after using build 656 or above (latest i tried is 671) I have two problems :

  1. I got a fps drop from stable 60 to 50
  2. My sprites show a weird outline, especially the ones produced by spriteloq.

Build #630

Build #671

Both have antialias setting false
I wonder if anyone got this problem as well since after I searched around the forum no one ever complained about this but a nice ansca staff told me to post here so here i am :slight_smile:

For now i’m sticking with build 630 but I’m anxious since a bird told me you guys gonna support iap for android soon :slight_smile: [import]uid: 76697 topic_id: 17910 reply_id: 317910[/import]

Damn, your game looks cool!

I don’t work with Android with any regularity myself so can’t offer any advice at the second but please rest assured I will bring this up in our next meeting.

Peach :slight_smile: [import]uid: 52491 topic_id: 17910 reply_id: 68542[/import]

Starting with build 643, on Android, the color rendering was changed from 16 bits to 32 bits to fix color banding/striping issues with gradients. This could be affecting the FPS. Try running 642 and 643 and see if that is when the FPS drop occurred.

I don’t know what to tell you about the sprite issue unless it’s also related to the 643 change. You may be seeing something that was always there and now is visible because of the increased color depth. You should do the same build test (642 vs. 643) and see if that is when it started. [import]uid: 7559 topic_id: 17910 reply_id: 68604[/import]

how do i get 642 and 643? i can’t find the download link in daily builds page (it stops at 645)

What worries me is how you guys render anything that has transparency as you can see in that picture above, what supposed to be transparent black (the shadows) now rendered as grey.

I made my pngs using spriteloq and afaik they’re a simple png32 format. I tried various software to generate the pngs and the result is the same so I don’t think it’s the pngs fault.

Also if it helps, the sprites problem doesn’t show on iOs build [import]uid: 76697 topic_id: 17910 reply_id: 68686[/import]

Hey there,

Build 641 - http://developer.anscamobile.com/sites/default/files/corona/2011.641/CoronaSDK-2011.641.dmg
Build 643 - http://developer.anscamobile.com/sites/default/files/corona/2011.643/CoronaSDK-2011.643.dmg

We didn’t actually have a 642, it went from 641 to 643 - so if you could follow Tom’s instructions using these builds to test, that would be a good idea :slight_smile:

Peach [import]uid: 52491 topic_id: 17910 reply_id: 68690[/import]

yup, i can confirm that starting 643 the fps drop and the sprite glitches appeared.

Which makes me wonder, how do you supposed to setup your pngs? I’m using spritesheet and spriteloq produces my pngs. Been trying to play around with various png settings myself and the result is still the same.

If being 32 bit cost me almost 20% fps drop just like that and make my sprites look bad and especially I don’t see any difference (as seen on the screenshot above)in quality, can I turn off the 32 bit rendering and stick with 16 bit?

Is this 32 bit gonna be mandatory? [import]uid: 76697 topic_id: 17910 reply_id: 68896[/import]