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		<title>cocos2d for iPhone &#187; Topic: Greyscale texture</title>
		<link>http://www.cocos2d-iphone.org/forum/topic/1616</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
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		<pubDate>Fri, 10 Feb 2012 01:46:14 +0000</pubDate>
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			<title>Decept on "Greyscale texture"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1616#post-10122</link>
			<pubDate>Mon, 31 Aug 2009 14:44:33 +0000</pubDate>
			<dc:creator>Decept</dc:creator>
			<guid isPermaLink="false">10122@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I've searched around but I still don't really get which color modes you can and can't use with Cocos2D. The thing is that I have large images with only greyscale. Currently they are in 32bit png, but the quality is ofcourse exactly the same with 8bit greyscale.</p>
<p>Is there some way to use greyscale textures?</p>
<p>I looking for ways to both reduce storage size and texture memory usage. I tried using pvr compression but both 4 and 2 bit create too many artefacts. I also tried increase the texture dimensions and then scale them down on the phone. That went pretty well where 4bit became ok and 2bit somewhat ok. But I would really like better quality.</p>
<p>I haven't found a way to create 16bit png.</p>
<p>What happens when I load an 8bit png? Does it get converted and if so to what 16 or 32bit. I guess there is no true 24bit, correct?</p>
<p>Any suggestions?
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