Mind my question if the answer is so simple but I've been trying to reduce the memory footprint of loaded 1024x1024 png's in the GPU's memory so I can fit more than 4 total at any given time.
I've been reading a lot about color-depths, bit-depths etc.. and haven't found a program that is truly saving out a RGBA 4444 PNG. Currently regardless of what image I use ( original.png or texture16.png ) I am always getting a resulting 10mb of memory usage after the image is loaded in.
This leads me to believe the actual image is not formatted correctly or that in reality a RGBA 4444 PNG cannot be used for iPhone.
Here is the following code used:
window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
[[Director sharedDirector] setPixelFormat:kTexture2DPixelFormat_RGBA4444];
[[Director sharedDirector] setAlphaBlending:YES];
[[Director sharedDirector] set2Dprojection];
[[Director sharedDirector] setAnimationInterval:1.0/30.0];
[[Director sharedDirector] setDisplayFPS:YES];
[[Director sharedDirector] setDeviceOrientation:CCDeviceOrientationLandscapeLeft];
[[Director sharedDirector] attachInWindow:window];
scene = [[Scene alloc] init];
[[Director sharedDirector] runWithScene:scene];
[window makeKeyAndVisible];
texture = [[Texture2D alloc] initWithImage:[UIImage imageNamed:@"original.png"]];
Any help would be great!