The other problem is that in a GPU rendering pipeline, vector art is
even more expensive (maybe a bit less so with D3D 11 and hardware
tessellation, but so far that isn't common on mobile devices). The GPU
really needs bitmaps. But a smart render path with vector caching could
really get the best of both worlds (kind of a like a cacheAsBitmap
that's a bit more upfront and easier to use). It'd use a bit more
battery the first time the vectors are drawn, than just using bitmaps,
but it may make up for it through lower cell data charges, and quicker
downloads. You could also generate art that is exactly the size the
screen and system can handle, instead of down sampling Bitmaps (or just
squeezing it onto the wrong sized screen using GPU filtering - so many
apps do that, and it looks horrible on many devices like the iPhone 3gs).
Kevin N.
9/17/2012 4:28 PM, Ross P. Sclafani wrote:
i think battery life is paramount to data consumption in mobile, and the bits
saved by vector formats
have a very high cost in cpu cycles.
this is why AIR for iOS tends towards starling / spritesheet methodologies.
_______________________________________________
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders