Sorry to be a total newb, but... If the screen colour depth for iPhone 3G is 16-bit, and alpha blending is free if I use PNG, does that mean that if I save my diffuse out as a 16-bit, I have to save my alpha separately as a PNG?
I've developed for NGage. I'll have to look up the specifics as its been a while, but I can tell you for a start theres no alpha blending. It supports Targa format textures. Pretty sure the screen is 16 bit. Maximum texture size appears to be 4096*4096 but feasibly you'd never want anything bigger than 128*128 unless…
(disclaimer - all the following info is apparent to anyone with a copy of the noted game) ... 128x128 isn't a "maximum" size for the PSP hardware - on our last PSP game, you'll see several environment textures scattered around the place at that res x2, and a couple at even bigger than that. 128 is however a good guide for…
what about adding Iphone to the thread? from an iphone thread: suggested polygon count for performance (total visible): 7000? texture memory (per screen): 24MB? max texture size: 1024px x 1024px screen colour depth: 16-bit (65,000 colours) 3d data format: ? texture format: ? alpha blending: ? suggested texture size: under…
Some info on the nds. The nds supports 6 texture formats: * A3I5: 3 bit alpha 5 bit color index(palette with direct alpha) * 4 color palette (each texel is 2 bits) * 16 color palette (each texel is 4 bits) * 256 color palette (each texel is 8 bits) * A5I3: 5 bit alpha 3 bit color index (palette with direct alpha) *…
iPad resolution - 1024x768 iPod touch and iPhone 3gs and older resolution 480x320 iPhone 4 resolution (retina display) 960x480 iOS supports 32-bit textures with 8 bit alpha (I always use .png), however the final screen image is rendered in 16-bit color. iOS also supports compressed textures using PowerVR texture…