Hoping this isn't the case but I can find no evidence to the contrary, or in support of said idea. Anyone know with 100% certainty?
Are we still looking at 24mb of texture memory for the iPad?
(6 posts) (4 voices)-
Posted 1 year ago #
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It's my understanding that the iPad, like the 3gs, uses a unified memory system where texture memory just comes from the regular memory pool. If there is a limit, it's certainly higher than 24MB.
Posted 1 year ago # -
I don't know the actual limit. I've been loading a lot of 1024x768 PNG files in 32 bit mode and it seems to work just fine. On the iPhone, I always run into memory warnings and have to scale a lot of textures down to 16 bit. In fact, I've been lazy and sometimes double load textures (iPhone + iPad) instead of repacking them for iPad.
No memory problems on the iPad w/ my universal binary so far.
Posted 1 year ago # -
@DonomaGames: you have worked on a similar problem that I am encountering on iPad, how many frames can you load in the texture memory. For me I have 1024x768 RGBA frames but the app just crashes after loading ~19-20 frames. How many frames were you able to load maximum?
Does anyone have any other ideas to solve this issue? I don't want to go through the compressed images route (PVR Textures) as I cannot afford to loose anything with the image quality. With my rough estimates my app strikes a texture limit of ~63MB. Does anyone have numbers for what is the limit?
Could I solve this using threads? Say each producer (for example 2) loads an animation of 5-10 frames and a consumer thread constructs an action on those and runs them in a lock step fashion?
Thanks in advance for any help.
Posted 1 year ago # -
By a lot, I meant like 4-5 1024x768 spritesheets and backgrounds and 2 of them are PVR compressed. It was a lot for the iPhone, since it'd go up to near the limit. Not sure why you're loading so many textures. Find a way to pack them into spritesheets?
Posted 1 year ago # -
@DonomaGames: well, what I am trying to figure out is what is that absolute limit on number of frames that you can animate using sprites. Or if there is a trick that could be used to load and run large sprite based animations.
Thanks for your prompt response.
Posted 1 year ago #
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