4,556,157 th visitor since 2017.2.1 ( Today : 904 )
Programming
No. 636
Name. 로꼬다
Subject. cocos2d pixel formats
Main Cate. iOS
Sub Cate. iOS
Date. 2009-06-09 22:16
Hit. 2970 (211.36.27.28)
File.
Possible pixel formats:

* RGBA8888 (32-bit) (kTexture2DPixelFormat_RGBA8888)
* RGBA4444 (16-bit) (kTexture2DPixelFormat_RGBA4444)
* RGB5_A1 (16-bit)(kTexture2DPixelFormat_RGB5A1)
* RGB565 (16-bit) (kTexture2DPixelFormat_RGB565)

RGBA8888:

* 8 bits are assigned to the red channel, 8 bits to the green channel, 8 bits to the blue channel and 8 bits to the alpha channel.
* Use this pixel format when you need the maximum possible quality for your image.
* But it will consume the double of memory compared to 16-bit textures. Memory is a precious resource on the iPhone
* Usually it is also slower to render.
* Useful for: background image of your intro scene, and for images with lots of gradient colors

RGBA4444:

* 4 bits are assigned to the red channel, 4 bits to the green channel, 4 bits to the blue channel, and 4 bits to the alpha channel
* It gives you good quality in all channels, good speed, good memory consumption.
* Useful for: sprites that have different values of transparency

RGB5A1:

* 5 bits are assigned to the red channel, 5 bits to the green channel, 5 bits to the blue channel, and only 1 bit to the alpha channel
* It gives you good quality in RGB channels but poor quality on the A channel. It also gives you good speed and good memory consumption.
* Useful for: sprites that have transparent parts, but the transparency is either On or Off

RGB565:

* 5 bits are assigned to the red channel, 6 bits to the green channel, and 5 bits to the blue channel. It has no alpha channel support
* It gives you the best possible quality for 16-bit textures, but without alpha channel support.
* Useful for: background images in your game.

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