realh, This book is old enough to be a carrier of facts. Facts in this book is simply old. There are many devices support 32bit RGBA pixel format. Only old or very-low-end devices can't support RGBA_8888 pixel format. Use this link<http://developer.android.com/reference/android/graphics/PixelFormat.html>to learn about PixelFormat class.
You may use a 32bit TGA or PNG format. But it will more better to use compressed texture formats. Compressed texture formats is a wide theme, you may learn about it here<http://developer.sonymobile.com/wp/2011/06/21/texture-compression-tips-for-sony-ericssons-xperia(tm)-phones/>, for example. It will be useful if you use OpenGL/ES. понедельник, 18 июня 2012 г., 17:44:24 UTC+7 пользователь realh написал: > > On Sat, 9 Jun 2012 02:13:34 -0700 (PDT) > EDan wrote: > > > I have a problem with images in android games. I bought a book 1 month > > ago "Beginning Android 4 Games Development" and I already write the > > framework for develop game that the book explain, so the problem is > > not in the code. The problem is that I don't know how built with > > photoshop a picture that goes very well on android (I know that I have > > to use .bng but I don't know the other settings like RGB565 or other). > > So I need someone that explain me wich format I have to use, or if I > > have to use another software for this purpose. > > I have a book called "Beginning Android Games" which says that nearly > all Android device screens are 16-bit, but that could have changed since > more tablets etc came on the market. > > For maximum simplicity, good performance across as many devices as > possible, and space saving, you should load them as RGB565 or ARGB4444 > depending on whether you need alpha (transparency), and save them from > Photoshop in that format. But to make your game look better on high-end > devices you could save the files in 24-bit/32-bit depth and choose > whether to load them into Android in that format or in a 16-bit format > depending on what the device supports at run-time. > > ISTR reading that devices might not truly report whether their screen is > really 32-bit (or at least more than 16), so it might be better to have > a user option than try to work it out from API functions. > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en