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. [바로가기 링크] : http://coolx.net/cboard/develop/636 |
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