Android设备GL_MAX_TEXTURE_SIZE限制,安全的纹理尺寸 [英] Android devices GL_MAX_TEXTURE_SIZE limitation, safe texture size

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问题描述

我正与AndEngine和OpenGL ES 2.0。我一直在阅读关于 GL_MAX_TEXTURE_SIZE 键,我应该如何让我的texures下 1024×1024 。我一开始就错之前,同时使用TMX扩展tilesets的(其实并不重要它是什么,如果你不知道AndEngine)我得到一个地形设置,使一个质地较 1024px 。我想分裂地形设置一分为二,使他们的安全。但我无法找到释放过去几年中的任何设备上具有此限制下 2048×2048 设置。是否有任何列表或网站,我可以用它来过滤由 GL_MAX_TEXTURE_SIZE 设备?

I am working with AndEngine and OpenGL ES 2.0. I keep reading about GL_MAX_TEXTURE_SIZE and how I should keep my texures under 1024x1024. I started wrong before and while using tilesets in TMX extension (doesn't really matter what it is, if you don't know AndEngine) I get to a tileset that makes a texture wider than 1024px. I am thinking of splitting the tileset into two, making them "safe". But I can't find any device released in last couple of years that has this limit set under 2048x2048. Is there any list or website I can use to filter devices by GL_MAX_TEXTURE_SIZE?

我读了以下几个问题:

  • Minimum required Texture Size for compliance with OpenGL-ES 2.0 on Android?
  • Is there any Android device with screen size greater than GL_MAX_TEXTURE_SIZE?

我用这个网站来搜索设备。但我可以通过/过滤器由<不搜索code> GL_MAX_TEXTURE_SIZE ,这使得搜索繁琐。我问主要是因为我开始就错了,这是一个业余项目并与可能的设备将被激活的数量(我预计的工作量可能太大 0 )。

And I used this site to search for devices. But I can't search by/filter by GL_MAX_TEXTURE_SIZE, which makes the search tedious. I am asking mostly because I started wrong, it's a hobby project and the amount of work might be too large compared to the number of possible devices that will be enabled (I expect 0).

推荐答案

1024×1024约最安全的,你可以去任何设备上,尤其是在旧的。较新的设备应该不会有任何问题,虽然我已经看到最近的设备(我记得一个Galaxy Nexus的,最新的ICS更新修复,虽然)呈现白色四边形与纹理尺寸大小2048×1024的。

1024x1024 is about the safest you can go on any device, especially on older ones. Newer devices shouldn't have any problem, although I've seen recent devices (I recall a Galaxy Nexus, the newest ICS update fixed that though) render white quads with texture sizes of size 2048x1024.

如果你正在瞄准新的设备,并希望保留旧的兼容,它不应该伤害到分割你的tilesets的。毕竟,你不可能做太多,如果你使用两个或三个spritesheets背景上下文切换等。

If you're targeting new devices and want to keep older ones compatible, it shouldn't hurt to split your tilesets. After all, you aren't likely to do too many context switches if you use two or three spritesheets for background, etc.

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