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AppGameKit Classic Chat / For iPhone5 and above, Should we use 1024*1024 texture?

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halley
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Joined: 27th Apr 2011
Location: China
Posted: 18th Mar 2014 11:38
the iphone 5 background size is 1136*640, should we break it to two images? or use a texture with 1136*1136?

The Miracrea Games
Markus
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Location: Germany
Posted: 18th Mar 2014 12:15 Edited at: 18th Mar 2014 12:16
stretch 1024 to 1136 should be ok.
maybe 1024x512

AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670
Digital Awakening
AGK Developer
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Joined: 27th Aug 2002
Location: Sweden
Posted: 18th Mar 2014 13:42
I think Markus' idea is probably best. I wonder if it doesn't support at least 2048x2048. So if you want to cram in more detail or add zooming then go with 2048x1024. Unless you want to support older phones then it's safer with 1024x512. It's also 75% smaller in size.

halley
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Location: China
Posted: 18th Mar 2014 15:15
I load a image with 1136*1024 size, then the image is a half in the game. AppGameKit don't support a image greater than 1024*1024?

I use C++ and Tier2.

The Miracrea Games
Digital Awakening
AGK Developer
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Joined: 27th Aug 2002
Location: Sweden
Posted: 18th Mar 2014 15:42
As far as I know. Image size is limited by hardware. I could be wrong. I know a lot of Android devices only do 1024x1024. Not sure if there is a limit in AGK.

Markus
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Posted: 18th Mar 2014 16:14 Edited at: 18th Mar 2014 16:15
about max. size:
seems OpenGL ES have something for it.
maybe useful if we can get a agk command for it.
int[] max = new int[1];
gl.glGetIntegerv(GLES20.GL_MAX_TEXTURE_SIZE, max, 0); //put the maximum texture size in the array.

AGK 108 (B)19 : Windows 8.1 Pro 64 Bit : AMD Radeon HD 6670
Naphier
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Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 18th Mar 2014 19:23
We use a gray null texture background sprite to match our loading image background and have it so that the aspect is the same as the launch image assigned by xCode. It works pretty nice and you can only notice the change in resolution ever so slightly. You probably wouldn't notice at all if you could shut off the launch image fading on iOS.

Either that or stitch two images together, with pixel snapping on you should not be able to see the seams.
You can test it out in the iOS simulator and fairly quickly see the results.
I'd stick with the 1024x1024 if you want to support all devices. Plus you can't really select device compatibility with iOS so if you go larger and someone downloads on a 3GS they'll have a bad time.

I do with AppGameKit had commands to check OpenGL compatibilities. We found out that there are a few devices out there that have OpenGL support but have remove support for mipmapping. There's no way for AppGameKit to detect this and not use mipmapping if it isn't supported which leads to no image showing at all...

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