Top Reasons to Use a Texture Atlas/Sprite Sheet

  1. Reduced OpenGL ES bind calls—the more images contained in the textureatlas, the greater the reduction.

  2. Reduced memory footprint for the images stored as textures in memory.

  3. Easy method to trim and save on transparent space in your images, allowing formore images/texture in the same space.

  4. Zwoptex and TexturePacker are fully supported by Cocos2D, so creating andusing texture atlases is painless. 

    Zwoptex can be found at http://zwoptexapp.com.

    TexturePacker can be found at http://texturepacker.com.

    note :

    The GPU inside older versions of the iPhone and iPod can store textures internallyonly in power-of-two sizes.While the iPhone 3GS, iPhone 4, and iPad can use non–power-of-two textures, doing so comes with a large performance penalty. Cocos2D isset up by default to pad all textures to power-of-two sizes for maximum compatibility,although you can change this in the ccConfig.h file. 

 

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值