Hi there,

I am looking to improve performance of my OpenGL engine (for games),
and something that has come up a few times is texture compression, the
problem is when it 'comes up' there only seems to be vague details -
so I spent some time tonight trying to get to the bottom of it, and
failed. So I hoped someone here might know more specifically:

What is the best texture compression format to use for Android? It
appears to me that this varies per device, with the main (only?) two
being ATITC and PVRTC. I am able to dig up reasonable details on PVRTC
(as it is used on iPhone), but as of yet I am yet to find out exactly
how to create an ATITC texture and load it on Android (I've been lead
towards 'The Compressonator' tool from ATI/AMD, but there is no
'ATITC' compression option). The method I have seen mentioned is some
form of palletised textures, does anyone know if this is a feature
supported on all Android implementations (guaranteed by the OpenGL:ES
1.0 spec) or once again, or just supported on certain devices?

I have been trying to keep things simple by having one package for my
entire game, and have tried to keep it under 10 MB (which is hard, as
it is a rather large game), but if in order to get best performance/
lowest memory foot print, I need to store the textures in multiple
formats, I think I am going to be out of luck, and instead will need
to investigate having a downloader built in to the game, to download a
texture pack suitable for the device (which to me doesn't feel like a
nice setup). Am I going to end up needing separate texture files,
audio files, native libs, higher/lower resolution files, to support a
good chunk of platforms?

So I guess in short I am hoping someone might be able to tell me what
compression method(s) are best to support, whether multiple methods
should be supported (ideally), and what sort of performance/memory win
can be had from implementing them. Finally some source code/links to
tools to do all this would be handy.

Can anyone help? Has anyone actually managed to do any of this?

Steve

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