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. 
>

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