There’s a system.getInfo() call that returns the max texture size for the device; you could use it to target both with a slight penalty in application size.
I *think* the oversize texture would “gracefully” downsample to the max if you were to overdrive a 3G, for instance. I may have experimented with that about a year ago. Give it a shot.
However, it’s probably worth noting that the 3Gs is the oldest phone you can target with current Corona/Xcode builds, so if it really does support a 2048x2048 texture size, the question is mostly moot.
ok thanks - I think I shall stick to 2048x2048 then - I’m also assuming that for the smaller phone they load the smaller PNG sprite sheets (dynamically) anyway too…(i.e. higher res versions would only load for devices that should typically cater for them)
There’s a system.getInfo() call that returns the max texture size for the device; you could use it to target both with a slight penalty in application size.
I *think* the oversize texture would “gracefully” downsample to the max if you were to overdrive a 3G, for instance. I may have experimented with that about a year ago. Give it a shot.
However, it’s probably worth noting that the 3Gs is the oldest phone you can target with current Corona/Xcode builds, so if it really does support a 2048x2048 texture size, the question is mostly moot.
ok thanks - I think I shall stick to 2048x2048 then - I’m also assuming that for the smaller phone they load the smaller PNG sprite sheets (dynamically) anyway too…(i.e. higher res versions would only load for devices that should typically cater for them)