Dear Rob,
Of course. I’m sorry. Well, first of all the image consists of 41 sprites, each with a size of 384 x 320.
That makes a hd pic of 2416px x 2416px. The low resolution pic is 1208px x 1208px.
I include it like this:
local logo, sheetInfo, sheet sheetInfo = require("data.img.sheets.logo3d") sheet = graphics.newImageSheet( "data/img/sheets/logo3d.png", sheetInfo:getSheet() ) local logoSD = { name="turn", start=1, count=41, time=1000, loopCount = 1, loopDirection = "forward" } logo = display.newSprite(sheet, logoSD) logo:setReferencePoint(display.TopCenterReferencePoint) logo.x = display.contentWidth / 2 logo.y = 32 if android() then local divisibleByFourX = functions.nextdivisible(display.contentWidth/2,4) local divisibleByFourY = functions.nextdivisible(32,4) logo.x = divisibleByFourX logo.y = divisibleByFourY end group:insert(logo)
sheetInfo.lua is a file created by Texturepacker. Regardless of using sheetInfo:getSheet() in the params or doing it manually, it doesn’t make any difference.
I’ve seen that all android devices I’ve testet with come up with this pixelled / blurry image in contrast to my apple devices.
My current Samsung’s max-texture size is 4096 MB. The display.contentScaleX factor results in 0.66…
I’ve realized that if I’m using only four pics (sprite size is 768px x 640px ) then it’s no problem. But as soon as I pack more into the sheet it doesn’t work anymore.
Really weird…
Edit:
Rob, I just discovered that I have to make an extra 1.5 version of the imagesheet. It works now. I’ve read that somewhere in the forum… I hope this will work out on other devices too…