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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Sharpening textures in a 2D engine (openGL)
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bluescrn
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« Reply #20 on: June 25, 2012, 09:36:32 AM »

It cuts on load times because smaller screens (on usually less powerful devices) load smaller files AND they don't have apply any scaling during loading.
Also it is easier on the ram: loading a 2048x1536 png on an ipod 3rd gen before scaling can trigger by itself a memory kill Smiley

If you're scaling things anyway for multiple resolutions, and not doing 'pixel perfect' rendering, one option is to have one set of textures, at the biggest resolution, with mipmaps pre-generated. Then on load, you can choose to skip over the data for the largest mip level (or two) based on the resolution of the device.
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