Has Precaching images changed?
Monkey Forums/Monkey Programming/Has Precaching images changed?
| ||
To precache images I normally draw them off the screen after loading them:Class GameImage Field image:Image Field w:Int Field h:Int Method PreCache:Void() DrawImage (Self.image, -Self.w - 50, -Self.h - 50) End But I can tell that some images are not getting precached to the GPU, as there is a slight pause before displaying them... So I changed the Precache method to: Method PreCache:Void() DrawImage(Self.image, 100, 100) Cls End Which works better for HTML5 but for Android the slight pause is still there... Any ideas? |
| ||
Are you using texture atlases? |
| ||
Yeah, a couple of them. |
| ||
as far as I know, at least as far as I have noticed its the same, just draw one sprite from each atlas at least once to get it on the gpu and you should be good, if there is a pause could it be the creation of the objects/lists for the first time? |
| ||
I haven't changed anything internally... |
| ||
Wondering if its the size of the graphics I am using...Background image: 1366x768 Sprites Atlas: 1224x1170 Other: 640x293 136x195 400x215 563x120 510x36 507x36 76x38 136x195 and more... With HTML5 it does help that I "precache" directly to the viable screen than off screen. With Android I still get the stutter... I'll investigate some more tonight. |
| ||
Have you tried changing the image canvas size to a power of two? And can the device handle those image sizes greater than 1024? |
| ||
Have you tried changing the image canvas size to a power of two? Not yet, I thought Mojo did that internally? And can the device handle those image sizes greater than 1024? It should, but I'll check. I had one image which was 2048x2048 and the device (Motorola G) ran out of memory when loading it via LoadImage, but when I separated the image up into 256x256 via LoadAnimImage it was fine. Thanks for the suggestions. |
| ||
I get a little stutter with swim jelly swim on android let me know if you solve this. |
| ||
any word on this therevills ? you been able to either identify or solve the issue? |
| ||
I've parked it for now, I need to get on with the rest of the game :) I'll come back to it once I finished. |