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Is it possible to improve performance drawing sprites by reducing the number of bit planes used in their image file? For example if you only used 4 colours and hence image was 2 bitplanes, would cocos2d show and manipulate these quicker than a 24 bit colour sprite?

A: 

Reducing the bit depth and size for your images will definitely improve performance. You'll be using less texture memory and overall there should be less work for the cpu/memory to do. Best thing to do is try reducing the size/detail of your images and see how it affects performance.

Rob Segal
Thanks. Have started experimenting and recognize there are some gains to be had. Particularly interested to know if cocos2d/iPhone has specific boundaries of bitplanes numbers/usage. Documentation appears to be light in this area. Would assume that the underlying hardware does have preferences or optimums but would be useful to know.
JxBomb
No problem Jx. Definitely there are limitations on what you can use for image size and bit depth but those are pretty high limits from what I remember. If these are the questions you have more than likely they have already been answered on StackOverflow already or on the Cocos2D forums (http://www.cocos2d-iphone.org/forum/). I can't recall specifics off the top of my head. Remember that Cocos2D is ultimately OpenGL so you may want to search for some of your answers in that context as well.
Rob Segal