How many textures, of what size can be expected to be used on a modern device using Gideros? Give or take, of course, and of course we have small and large textures etc. Also, is there a max size such as 2048x2048?
For instance, my levels are not looking to be (easily) tileable, but on the other hand not going to be super huge either, but maybe I need to split it into big squares and load/unload as I scroll around? If I would do that, do I need to manage the actual bitmaps objects, or is the system smart enough to manage off-screen objects by itself?
Also, is drawing/filling/texturing shapes cheap or expensive, both in CPU/Memory and do they affect texture memory?
I'm not hitting any apparent limits here, yet, just curious if there seems to be one way to go better than another.
Very fuzzy questions I know, but some tips on best practices for effective graphics would be very nice.
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Likes: atilim
http://www.sharksoupstudios.com
For showing FPS, you can use a code like this:
Also we're planning to provide a realtime statistics window integrated into Gideros Studio to see what's going on in realtime (memory usage, script/graphics profiling, etc.)
Likes: Stoffe
=D>
Have fun!
"Also we're planning to provide a realtime statistics window integrated into Gideros Studio to see what's going on in realtime (memory usage, script/graphics profiling, etc.)"
Is this in there now?
Likes: plamen