> newt , tunepunk
> in a game you have alot of different sprites
> let say you have 1 sprite with size of 300 * 300
> and another with size of 300 * 100
> and 2 sprite with size of 100 * 100
> ok if you load each one : (the way wich construct 2 using now)
> sprite1 = 512 * 512
> sprite2 = 512 * 512
> sprite 3,4 = (128* 128) 2X
> - now the way wich i suggest :
> pack sprite 1,2,3,4 to one 512 * 512 texture .
> result : huge memory optimization
>
Sprite Sheeting only happens when you have multiple frames, and goes to the nearest power of 2. Are you saying you have an animation with 300x100, and100x100 frames?
If you have a bunch of odd sized textures you will not gain any bonus from sheets, as there will be more unused space that way.
each sprite have 1 image.
no do you know images save on memory by power of 2 ?
so how can you say that ?
my example is very clear