For any experts out there. What's "easier" on the whole for the game to draw:
A 32bit png with transparency/alpha fading, or a 256 color sprite, with "renderstyle add" to achieve that same transparency?
This is to know what's gonna kill performance faster. I know that in general for PCs this is a trivial difference, but for non-flagship mobile devices, where processors/gpu outright suck (:P), this kinda matters.
Sprite render question.
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Re: Sprite render question.
Definitely 256 color with add transparency, if you're talking about the software renderer.
For OpenGL I don't think it really matters, they get converted to the same format later on anyway before it's sent to the GPU to render.
For OpenGL I don't think it really matters, they get converted to the same format later on anyway before it's sent to the GPU to render.
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Re: Sprite render question.
If you need to convert images by chance, you can use websites like TinyPNG without losing any sort of quality and greatly compressing the image into a palette. It keeps the transparency too.
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Re: Sprite render question.
@Rachael: Thanks for that info. In this case Im aiming for hardware renderer (not even sure if software renderer is possible in d-touch). But at least part of my suspicions were true.
@Cooke: Nope, in this case is not so much about saving a few bytes on space, but more about knowing if a 256 palletted is indeed easier on the engine than a full 32bit image. There's things that 100% need 32bit to look the way I want them.
@Cooke: Nope, in this case is not so much about saving a few bytes on space, but more about knowing if a 256 palletted is indeed easier on the engine than a full 32bit image. There's things that 100% need 32bit to look the way I want them.