Optimal image proportions?
Danneman101
Member Posts: 59
Does GS utilize some sort of image compression that works better with images that have equal width and height (ie. 100x100 px instead of 80x120)?
If so, does it only work with standardised sizes like 64x64, 128x128, 256x256, 512x512, etc, or does GS compress equally well an image of non-standardized sizes (ie. 100x100px)?
Also, what happens with compression if you resize an object inside the game wearing this square image? For instance, if the image is 256x256 px, but the object is 256x300 px.
What I'm trying to figure out is if I will gain any improvements if I convert my images to power of 2 scale by adding transparency to the dimension lacking in size.
If so, does it only work with standardised sizes like 64x64, 128x128, 256x256, 512x512, etc, or does GS compress equally well an image of non-standardized sizes (ie. 100x100px)?
Also, what happens with compression if you resize an object inside the game wearing this square image? For instance, if the image is 256x256 px, but the object is 256x300 px.
What I'm trying to figure out is if I will gain any improvements if I convert my images to power of 2 scale by adding transparency to the dimension lacking in size.
Comments
Having transparency in a file and allowing it to run to the dimension of the next power of two outside of the image will not effect the memory use but it will impact things- Firstly the collision area. But, (and this is a big but [and I like big buts]) also possibly the speed, as the alpha has to calculated as transparent. I've noticed that with large areas of alpha stacking upon each other, that there is a speed loss. But I couldn't say if this is processed out the next power of 2. It maybe, it maybe not. If it isn't then smaller areas of alpha would perform faster. I suppose a test with very large areas of alpha might reveal the truth...
kipper