8
votes
1answer
238 views

How to reduce image size without pixelation?

I see lots of games with smooth edges characters and high res images, however when I try to reduce images to say 64x64 for my character I just get a pixelated mess. even if I start with a 64x64 canvas ...
1
vote
1answer
102 views

Powers of 2 textures in Android 2d games?

I've read a lot about the importance of using powers of 2 png's for textures when using OpenGL ES. However, how does this relate to Google's own documentation regarding the resizing of graphics for ...
0
votes
0answers
59 views

Texture not rendered correctly while zooming in LibGdx

I'm trying to make a game with libgdx which can run in multiple aspect ratio. The idea is to zoom in/zoom out the camera until the height of my screen same as the device height (my game is landscape). ...
0
votes
1answer
118 views

Using compressed(ETC1) textures in LibGDX

I use standard android tool for compressing PNG texture and archiving it with gzip: /android-sdks/tools/etc1tool texture.png --encodeNoHeader gzip texture.pkm Then I try to load it: FileHandle ...
3
votes
1answer
267 views

Max texture size Android : which settings for 2048x2048?

I want to use a texture atlas of 2048 x 2048 in my game, and I would like to warn the users with a "too low" device to not download the game. With a texture atlas of this size, what requirements ...
0
votes
1answer
77 views

Devices or Smartphones That Can Run and Displayed Images Properly While Power of 2 Code is Disabled

Before making game apps, I want to have any certain smartphone device brands that runs on OpenGL. I have to make a code for images that doesn't need to required power of 2 images so that I can resize ...
5
votes
1answer
338 views

FBO rendering different result between Galaxy S2 and S3

I'm working on a pong game and have recently set up FBO rendering so that I can apply some post-processing shaders. This proceeds as so: Bind texture A to framebuffer Draw balls Bind texture B to ...
1
vote
2answers
951 views

Unity Android: Truecolor texture performance hit and alternatives for truecolor

After integrating the graphics assets to my application, I noticed that when the textures are compressed they look very bad compared to truecolor. This happens to all the textures and it did not seem ...
0
votes
1answer
284 views

Why do my 512x512 bitmaps look jaggy on Android OpenGL?

This is sort of driving me nuts, I've googled and googled and tried everything I can think of, but my sprites still look super blurry and super jaggy. Example: Here: ...
1
vote
1answer
104 views

How to implement custom texture formats in Android?

What I know: Android can load PNG, BMP, WEBP,... via BitmapFactory. What I want to achive: Load my own 2D file format (e.g. 1-bit texture with a 1-bit alpha channel) and output a RGBA8888 texture. ...
1
vote
2answers
363 views

Android OpenGL textures sometimes corrupted

Just trying to get some sprites (textured squares) to draw from a texture atlas and 50% of the time after the application is first launched/ reorientated/ brought from sleep these various graphical ...
4
votes
1answer
416 views

OpenGL ES 2.0 texture distortion on large geometry

OpenGL ES 2.0 has serious precision issues with texture sampling - I've seen topics with a similar problem, but I haven't seen a real solution to this "distorted OpenGL ES 2.0 texture" problem yet. ...
0
votes
1answer
1k views

Texture displays on Android emulator but not on device

I have written a simple UI which takes an image (256x256) and maps it to a rectangle. This works perfectly on the emulator however on the phone the texture does not show, I see only a white ...
3
votes
1answer
202 views

Why did an Android update disable the textures in my game?

I recently updated my tablet to Android 4.0.3 and now the textures for my game do not show up. I'm using OpenGL-ES 2.0 for my engine. It worked fine when I was running android 3.0. Is there any ...
3
votes
1answer
1k views

AndEngine Moving a Connected Texture and Physics Body

In AndEngine, many times we create a TextureRegion for our sprite. We can move this region around the scene but when I connect that region to a physics body I end up being able to use either one to ...

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