Hi everyone,
Like I said in the title, I have a little problem with the texture memory.
To make a quick summary, my colleague and I are developing a play on corona. We like to develop this game on small devices such as Android and iPhone, but also on larger devices like the iPad. Where we may have made a mistake is that we start to develop our game in 1024x768. After several tests, the images rendered quite well on our cell with LetterBox. The image resolution 1024x768 does not cause problems or on our iPod 4 gen. We decided to continue working with this resolution. The problem is that when we test the game, the texture memory rises quickly and easily reaches 110 mb! This is huge, and there is no memory leak, we carefully checked.
After some research, it seems that only the image size, not the weight affects the texture memory … so we should reduce, but our game was designed with large images. So even if we make a version with smaller images with a resolution of 320x480, as well as the images are blurry, we could not do for iPad version, because the images are still too big and take too resources. We would have to create the iPad version with blur images with a resolution of 320x480 …
I enclose an image used in our game in our level, there are about 6-8 images of this size over 4 spritesheets of 1024x2048.
http://imageshack.us/photo/my-images/210/building2terabites.png/
Is this normal with all that we reach 110mb of texture memory?
Is there a way to ensure that images take up less resources? [import]uid: 183291 topic_id: 32984 reply_id: 332984[/import]