“I don’t see a downside of doing both as the image sizes didn’t increase afterwards.”
Actually there is a downside to this. I’m using PNGGauntlet (windows alternative to “PngOptimizer”) to optimize my PNG files.
On windows, running my code in the simulator, there are no problems at all. However on OSX, with the same exact files, any of the PNG images I display using display.newImage don’t load properly, and just show up as a solid color (white on build #591, or neon green on later builds like #657).
The odd thing is that the spritesheets didn’t seem to have this issue. So it’s either an issue with display.newImage, or an issue with optimized PNGs that don’t have transparency. On OSX only.
Once I used the non-optimized PNGs, the images loaded as expected. Joshua Quick mentioned in this thread that Windows doesn’t re-process PNGs so that may be one of the reasons it’s only an issue on OSX.
Please note though, that this problem can be seen just by running the code in the simulator, without actually building for any device. And it only happens on OSX, not Windows.
Update: I filled out a bug report for this, bug #3111 (logged as case #9576) [import]uid: 49447 topic_id: 17549 reply_id: 67121[/import]