isFullResolution parameter for sprite sheets

I’m writing a tile engine and had to immediately ditch display objects for them as its hideously slow.
I now have a version using sprite sheets that runs acceptably quickly, but I have more tiles than I can fit into a single 512x512 image, and I’m testing on an older generation ipod touch.

Docs state that the maximum resolution for an image is 1024x1024 which you can force when doing display.newImage() by passing the isFullResolution - however not only does this parameter not exist for sprite sheets, but it appears that you are not sharing texture memory between display objects and sprite sheets (so I cannot load the image before hand using newImage() with isFullResolution = true and let that force the following newSpriteSheet() call to use the full resolution image.

So, either please share the texture or implement this flag for sprite sheets.

Barry [import]uid: 46639 topic_id: 8795 reply_id: 308795[/import]

Have you actually tested 1024x1024 spritesheets to see what resolution they come in at?

It took me a while to realize because the docs are a little vague on this point, but the newest drawing command is newImageRect. That command no longer has the behavior of shrinking down images. Because that command exists, I would guess (but haven’t seen first-hand) that spritesheet loading also does not shrink down images. [import]uid: 12108 topic_id: 8795 reply_id: 32263[/import]