Alpha Not Showing, Texture Problems (large images)

Monkey Targets Forums/Android/Alpha Not Showing, Texture Problems (large images)

OvineByDesign(Posted 2013) [#1]
Im getting problems (intermittent) with PNG images not showing their alpha channel ? (so transparent parts are just black)

The same device (S+) fails to show some textures and some textures it shows with an orange tinge ?

Anyone else have the same kind of problems ?

Project uses #ANDROID_NATIVE_GL_ENABLED=True

and has 5 x 2048x2408 textures and 1 1024x1024 , images drawn with DrawImageRect, not sure if memory has any part to play?

Same project and Im getting problems actually getting the textures loaded, and thats on an S2

/Stu


OvineByDesign(Posted 2013) [#2]
Ive refactored the gfx so now Im only loading in 1 2048x2048 texture now (rather than 5) but its failing to load on an S2 that should support upto 4096x4096.

Is there something im missing in the manifest file perhaps ?

/Stu


Supertino(Posted 2013) [#3]
I cannot help you with your query - but - I'd recommend using 1024x1024 textures so older Android 2.3 (Gingerbread) devices will run your app, these still account for ~40% of play store visitors. http://developer.android.com/about/dashboards/index.html


OvineByDesign(Posted 2013) [#4]
ta - Im testing more and it does seem that its the 2048x2048 is to blame.


AdamRedwoods(Posted 2013) [#5]
i wonder if something is compressing it or converting to rgb24 to compensate for the size.


Volker(Posted 2013) [#6]
I'm using tinypng.org to reduce the png size.


silentshark(Posted 2013) [#7]
more on large images on android - http://www.monkeycoder.co.nz/Community/posts.php?topic=3685#39622


dragon(Posted 2013) [#8]
i think opengl-es 2.0 is designed for max 4x 2048x2048
(or 4k x 4k)