Was it okay to use Texture.setEnforcePotImages(false)
in order to disable conditional width and height pixel size that requires power of 2? I'm planning to sell the game app at Google Play. I want to know and make sure that most of the latest models and Android OS's that won't display faulty white images by estimation, depending how many smartphone owners have latest Android OS's. (Gingerbread, ICS, or Jellybean) I had updated my LibGDX library.
Answer
GL (and most other graphics acceleration libraries) specifies power of 2 size so that sampling operations just need shifts and additions
using any other size will replace that with a floating point multiplication which is much slower,
what you can do is resample the images when they load so they become a power of 2 size, this may introduce artifacts in the image so it is better to start from a power of 2 size
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