spinnerbox Posted April 29, 2015 Share Posted April 29, 2015 This is a question for more experienced than me working with Phaser. I have a spritesheet which is 1400 x 5320. The game works, no warnings no errors and it seems this size is allowed. Are there any limitations of a spritesheet which I should follow when porting the game to mobile or desktop? Should I cut the image in two or three smaller images? Link to comment Share on other sites More sharing options...
Tom Atom Posted April 29, 2015 Share Posted April 29, 2015 Hi! I think this depends on target device. If you run on PC you are probably OK, as modern graphics cards are very powerful. But, if you want to be sure, it works on mobile devices you shoud be aware, that safe size is 2048x2048 - most devices will be happy with this. Or if you target only newer devices you can increase to 4096x4096. The size you use (1400x5320) is not good in my opinion, because if forced to POT texture it will result in 2048x8192. OpenGL ES 2 cannot handle non-POT textures, so every non-POT texture is changed to nearest POT texture, which is wasting memory space. Rearrange your spritesheet to 2048x4096 and it will save lot of memory. spinnerbox 1 Link to comment Share on other sites More sharing options...
rich Posted April 29, 2015 Share Posted April 29, 2015 Exactly as Tom said, this is device / hardware specific, not restricted by the browser or Phaser. spinnerbox 1 Link to comment Share on other sites More sharing options...
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