png8bit or 24bit?
Can someone explain for sure how GS handles 8bit PNG?
I have a scene built from four 1024x768 24bit PNG files, simple calculations give about 3MB in RAM for each PNG, when I change PNG's to 8bit it should drastically reduce RAM usage but nothing happened.
It seems for me that GS converts and displays 8bit PNG as 24bit.
If I'm right it's a huge waste of RAM.
I have a scene built from four 1024x768 24bit PNG files, simple calculations give about 3MB in RAM for each PNG, when I change PNG's to 8bit it should drastically reduce RAM usage but nothing happened.
It seems for me that GS converts and displays 8bit PNG as 24bit.
If I'm right it's a huge waste of RAM.
Comments
hope that helps
kipper
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But it seems that GS converts 8 bit to 24 bit anyway.
It's a huge waste of ram when you are using images that don't use full 24bit color palette (which is in most cases).
I think it should be changed in future updates of GS.
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Here's what's wrong... the non-retina display graphics are larger (file size) than the retina display graphics? Why? It's because the Retina Display graphics have a reduced color palette, while the non-retina display graphics do not.
1 - GameSalad developers should be able to manually specify Retina Display graphics and regular graphics.
2 - PNG compression should occur when the file is imported, not every time the game is tested and/or published.
As for the memory issue, is this a GameSalad thing or an iOS hardware thing? Reduced color palette should use less RAM, but is that something GameSalad can control?