Looking for old Carlos article and Power of Two question

I am trying to find a post by Carlos(I think) talking about how corona handles images. He talked aobut image size on disk and in game.I have tried every search I can think of and cannot find it.

I also wanted to ask about the Power of Two issue with images and sprites. I know corona does not require we use powers of two with our images but is corona taking our NPO2 image and making a PO2 with empty space? I read on another website that when making an image to fill the ipad 2 screen you are better off making two image with PO2 using 1024 x 512 and 1024x256 together rather than one large 1024 x768 image-is this true?

Thanks for any help. [import]uid: 39370 topic_id: 23700 reply_id: 323700[/import]

That sounds like more trouble than it’s worth. Instead, put your 1024x768 image on a 1024x1024 canvas and see if you can squeeze your other image elements into the extra pace, and use the new ImageSheet API to pull 'em out. [import]uid: 44647 topic_id: 23700 reply_id: 95257[/import]

I am unsure on the image post you are referring to but I will ask around in the AM, see if I can find a link for you :slight_smile: [import]uid: 52491 topic_id: 23700 reply_id: 95379[/import]

Thank you very much Peach!–I would really appreciate it. [import]uid: 39370 topic_id: 23700 reply_id: 95432[/import]

I don’t think i wrote an PO2 image blog. … Must have been Jon Beebe in one of his tutorials.

But why PO2?

Old OpenGL required PO2 – today most new HW does not.

PO2 is faster because of the underlying math used to scale up/down/

Today’s HW Texture buffers can be dealt in simple interpolations that are just as fast.

But OGL ES 1.1 textures has to be of power two … but then again not as it will round up.

And it is way too early for me without my triple soy latte to remember details.

C. [import]uid: 24 topic_id: 23700 reply_id: 95472[/import]

Thanks Carlos,

I think it was just an article talking about how images are handled in Corona and open Gl as far a texture memory is concerned. I was probably wrong and read this somewhere else but thanks for looking. [import]uid: 39370 topic_id: 23700 reply_id: 95566[/import]

I only have around 2.5 mb. of textures in my entire game but when I check the memory usage while the game is playing it is around 12 mb on iPhone 3gs and 30mb when using retina on iPhone 4. My understanding is that this is normal because openGL uncompresses the images-is this correct? Sorry for dwelling on this I am just trying to get an understanding of how my png files are being used in Corona/OpenGl. I tried searching other forums but find lots of conflicting opinions. Thank you for any help. [import]uid: 39370 topic_id: 23700 reply_id: 95596[/import]

Hey again Matt - it occurred to me this morning that maybe you were thinking of a couple of videos Tom posted on the Ansca youtube account; http://www.youtube.com/watch?v=xJAIdOggcn8

That’s part 2 and covers the kind of stuff you’re interested in learning more about.

Even if it wasn’t that you initially saw I believe it should answer your questions.

Peach :slight_smile: [import]uid: 52491 topic_id: 23700 reply_id: 95637[/import]

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