I'm currently testing my game on a Samsung Galaxy SII with 4.4 Operating System (Ice Cream Sandwich) and I'm noticing a strong quality compression in the textures to the point where it doesn't look good. I've played around with the texture page size at 1024x1024 and 2048x2048. I've tried setting the texture groups to both scaled and not scaled. The textures just appear as low jpgs or strongly compressed pngs; generally a non wanted look. Obviously the windows port of the game looks fine, I'm not sure if this is just android or also IOS devices, because i can't currently test on those devices.
There are 16 Texture Sheets at 1024x1024 because the game is somewhat big, however I don't see this being a problem when it comes to the compression quality. Is this what is forcing the compression?
Can I manually set the texture compression or somehow replace the textures?
Thanks,
Alex
Texture compression is too much
Started by DyadGames, Aug 17 2012 02:13 AM
4 replies to this topic
#1
Posted 17 August 2012 - 02:13 AM
#2
Posted 17 August 2012 - 02:23 AM
It's not really GameMakers fault, most Androids only have 16bit color displays. Unless you mean you're physically looking at the texture sheets out of game and seeing artifacts, which I have not seen before.
#3
Posted 18 August 2012 - 02:49 PM
There is no texture compression. We store everything as 32bit PNGs.
#4
Posted 18 August 2012 - 03:07 PM
Unfortunatelly this is a down side on android... the mobile dev article by Mark Overmars explain this.. its exaclty what Robert3DG+ has explained
http://www.gamemakercompany.com/gmios2.pdf
http://www.gamemakercompany.com/gmios2.pdf
#5
Posted 20 August 2012 - 05:42 PM
Ah ok, I'll have to look into converting them into 16bit pngs then to get rid of the gradient lines.
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