Would I be correct in saying (from best to worst)
1 x big spritesheet > 5 x smaller spritesheets > 10 x images ?
So if I have 2 enemies (where both may not end up being loaded on the same stage)
Would it be more efficient for me to put them both on a larger spritesheet anyway? (Since it looks like I have alot of spare space when i use Power Of Two)
I was thinking maybe filling the white space still increase texture memory? (but reduces swap time i guess…)
and when the device needs to try and remove old memory does it make things harder because it cannot swap out the spritesheet because it is all in one big piece? Or are devices smart enough to chop up the sheet in memory? [import]uid: 118687 topic_id: 23617 reply_id: 323617[/import]