Quote: "Depends on the device. It\'s not uncommon for textures to be rounded up to the nearest power of 2 though. So it\'s a good idea to assume the surfaces will have a larger \'in memory\' footprint than you\'ve supplied."
So if my device is rounding up, then is it possible the footprint could be 1024x1024 for my 864x1156 image? Am I understanding it right?
AGK actually has info on this:
http://www.appgamekit.com/documentation/tips.html#1024size
I forgot that this was here. Looks like I have to redo my graphics. I have a lot of uncommon graphic sizes. I didn\'t follow the power of 2 at all. The sizes I have is 864x1165, 995x1300, 274x36.
Live and Learn I guess.
@EDIT
After reading the AppGameKit Documentation, I found my problem.
Quote: "On mobile devices images must be a power of 2 in size, this means a size of 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, or 1024, for example 256x1024 is a valid image size. When you load an image in AppGameKit that is not a valid size AppGameKit creates a valid sized image that is big enough to hold your image and copies your image onto it. This wastes memory as the 320x480 image you loaded will be placed on a 512x512 image surrounded by black pixels that will never be used (you can use atlas textures to get around this). It also means you can\'t use UV scrolling as the black pixels are now part of the image and will appear when you try to modify the UV coordinates."
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