iphone - How does Quartz handle texture compression? -
I am developing on the iPhone and our game is using OpenGL ES, but there is also a menu which is available for CGI Uses and quartz to display In OpenGL ES, I know that there is no problem in any image compression (JPG, PNG, etc.), the textual data in the memory is 8-bit texture, as long as I can not use PVRTC, in which case I can get it 2 or 4 bits due to the large CGI image we are carrying out the issue of memory, so my question is ... What kind of optimization and compression do quartz and CGIMS use? I am not getting the details in apple docks, when in fact I want to know that if the 256-color image is made by making a PNG a JPG, then on the power of 2 help, on the dimension, etc. Speed is insignificant, memory is obstructed here
Thanks.
Quartz is uncompressed. Pixel is meant to compose and render the exact content quickly, once it has been pulled in one context, no matter where they come from, whatever references they reference, although many pixels for them (each device Typically takes 4 bytes per pixel). One big thing is that alpha is used to avoid the mixture.
Now, some ideas of memory pressure can not be displayed, and if necessary, they rebuild them accordingly. In those cases a CGImage from a compressed source usually takes less memory, but I suspect that you are not relevant in the case mentioned.
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