Hi - just need to bounce some problems around with (hopefully) someone who has come across these before.
My app uses quite a lot of full-screen images (using display.newImage), with other PNG-based images layered on top. These all have different scaling, transition, alpha and rotation actions.
Originally, I just allocated / removed the images (with garbage collection) when I need them. However, I’ve found that the images load at everso-slightly-different speeds on ipods, iphones, ipads and Android, which is a pain over time as there is some syncing to music etc.
So I “display.newImage” everything upfront, and then isVisible=false until required. This solves the sync issue, but means that texture memory gets used up. Using ‘Instruments’ on the Mac, I’ve ensured that the texture memory used isn’t so high to cause iOS problems. However, I’ve found that the app will not work on some lower-end Android devices. So…
1.) I tried using Physics Editor - to remove any dead transparent space on PNG’s. However, this doesn’t reduce the texture memory used (fail).
2.) The next obvious thing for me to use is Sprite Sheets, using TexturePacker etc. I could squeeze several background / foreground images all onto the same sprite sheet. However, am I correct in my understanding that it is not possible to set properties (e.g. XY, rotation, alpha etc.) for a particular sprite within a sprite sheet?
For info: Everything is currently scaled for 480x320 (iPhone 3 etc.), with a global variable controlling scale against all the images, for upscaling for Retina/iPad. I need to solve this texture memory problem before even looking at the @2 stuff.
Thanks in advance!
Dave. [import]uid: 82595 topic_id: 20183 reply_id: 320183[/import]
