Texture compression for atlas on Android
Posted: 23 Aug 2016, 18:20
Hi there,
As our app is handling an increasing amount of pictures, I've just start using atlas and imagebrushes to simplify their integration and improve performances.
However, the Android apk is now XXL, and it seems to be related to the size of the pictures in the android sharedAssets folder (no pb on windows).
I've dug the forum, and found that the image compression was not active on android on late 2014 - but it was on the roadmap. Is this issue still persisting, or is there any way to enable texture compression on android ?
Otherwise, how should I proceed ? I know I can load my textures on the fly from any Resource folder, crop them, process them (for they're using an alpha channel), and set them as bitmap source, but I'm afraid that the perf will be heavily impacted by this process.
Another related question : is there any elegant way to "reduce" the resolution of the image being used by Noesis at build time (my atlas are 4096*4096 for Windows, and I'd like to have them on 2048*2048 for [Edit]ANDROID) (so, without breaking the coordinates being used by the ImageBrush Viewboxes ?), or shall I preprocess everything in order to reduce the quality ?
Regards,
Roland
As our app is handling an increasing amount of pictures, I've just start using atlas and imagebrushes to simplify their integration and improve performances.
However, the Android apk is now XXL, and it seems to be related to the size of the pictures in the android sharedAssets folder (no pb on windows).
I've dug the forum, and found that the image compression was not active on android on late 2014 - but it was on the roadmap. Is this issue still persisting, or is there any way to enable texture compression on android ?
Otherwise, how should I proceed ? I know I can load my textures on the fly from any Resource folder, crop them, process them (for they're using an alpha channel), and set them as bitmap source, but I'm afraid that the perf will be heavily impacted by this process.
Another related question : is there any elegant way to "reduce" the resolution of the image being used by Noesis at build time (my atlas are 4096*4096 for Windows, and I'd like to have them on 2048*2048 for [Edit]ANDROID) (so, without breaking the coordinates being used by the ImageBrush Viewboxes ?), or shall I preprocess everything in order to reduce the quality ?
Regards,
Roland