![libgdx does texturepacker compress libgdx does texturepacker compress](http://2.bp.blogspot.com/-fprl3xKNans/Uj9DQyOwKrI/AAAAAAAAAJI/Q2_TAKPZGx8/s1600/Fig04.png)
caat Exporter for CAAT - the Canvas Advanced Animation Toolkit.-format Format to write, default is cocos2d.RGBA4444 memory consumption = 1024 * 888 * 16bpp/8 = 1818624byte = 1776KBĢ.3 -data The information data path plist of the output texture file Memory consumption calculation method: if a picture is 1024 * 888ĮTC1 memory consumption = 1024 * 888 * 4bpp/8 = 454656byte = 444KB Memory consumption 4bppĮTC1_RGB and ETC1_A can achieve the effect of RGBA through the texture acquisition process twice through the shader.
#LIBGDX DOES TEXTUREPACKER COMPRESS ANDROID#
It is recommended that android can choose this method to deal with the shortcomings of ETC1 without alpha channel. Memory consumption 4bppĮTC1_A and ETC1_RGB are used in combination to provide alpha channel for ETC1_RGB to achieve transparency. This is also the point that ETC1 has been complained about, so there was an ETC2 later. Memory consumption 4bppĮTC1_RGB consumes very little memory, loading speed is faster than RGBA8888, rendering speed is faster, and the effect is relatively good, but there is no alpha channel. It is strongly recommended that ios use this format. PVRTCI_4BPP_RGBA effect of PVRTCI_4BPP_RGBA is worse than RGBA8888, but the memory consumption is very small, the loading speed is fast, and the rendering speed is fast. The RGBA5555 alpha channel increases the natural transparency effect, but the memory consumption also increases. RGBA5551 is better than RGBA4444 for those with less transparent gradient. RGB565 is a little worse than RGB888 in effect, but it is acceptable for some pictures, but it does not have an alpha channel. RGB888 has fewer alpha channels, and its memory footprint is three-quarters of that of RGBA8888. But the memory consumption is half of RGBA8888. Memory consumption 32bppĬompared with RGBA8888, the effect of RGBA4444 is a bit more lost on some pictures. RGBA8888 works best to consume more memory. ATF_RGBA ETC1/ETC1+DXT5+PVRTC4, no transparency.ATF_RGB ETC1+DXT1+PVRTC4, no transparency.DXT5 Compressed with DXT5, transparency.DXT1 Compressed with DXT1, 1 bit transparency.ALPHA_INTENSITY 8bit intensity, 8bit transparency.PVRTCII_4BPP PVRTC2 compression, 4bit per pixel.PVRTCII_2BPP PVRTC2 compression, 2bit per pixel.PVRTCI_4BPP_RGBA PVRTC compression, 4bit per pixel.PVRTCI_2BPP_RGBA PVRTC compression, 2bit per pixel.PVRTCI_4BPP_RGB PVRTC compression, 4bit per pixel.PVRTCI_2BPP_RGB PVRTC compression, 2bit per pixel.RGBA5555 20bit, 5bit/channel, 5bit transparancy.RGBA5551 16bit, 5bit/channel, 1bit transparancy.RGB888 24bit, 8bit/channel, no transparency.RGBA4444 16bit, 4bit/channel, 4bit transparency.BGRA8888 32bit, 8bit/channel, 8bit transparency.RGBA8888 32bit, 8bit/channel, 8bit transparency.-opt Optimized output for given pixel formats. Supported formats are:.Since the loading speed on cocos2d 2.x version is slow and consumes a lot of memory, choose it according to the actual situation. At present, the background without an alpha channel is used. The effect of compression to 80% is not much different from the original image, but the compression ratio is very scary, the file is small and the effect is good. Jpg has no alpha channel, so it is often used for background images. Pvr3ccz pvr3ccz is an upgraded version of pvr2ccz, adding some functions, you can use other pixel formats such as ETC1, pvr2ccz was not supported before. The png8 file is small, but the effect has some loss compared to png, and the loss of some image gradient processing effects is more obvious, if the effect is not past, use png Texture output format, commonly used png, png8, pvr3ccz, pkm, jpg. pvr2ccz PowerVR Texture Format, PVR Version 2, compressed with zlib, cocos2d header, deprecate.pvr2gz PowerVR Texture Format, PVR Version 2, compressed with gzip, deprecated.pvr2 PowerVR Texture Format, PVR Version 2, deprecated.jpg JPG image format, lossy compression, no transparency.pvr3ccz PowerVR Texture Format, PVR Version 3, compressed with zlib, cocos2d header.pvr3gz PowerVR Texture Format, PVR Version 3, compressed with gzip.pvr3 PowerVR Texture Format, PVR Version 3.The format type is automatically derived from the sheet's file name.-texture-format Sets the format for the textures.