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Question by
Kiori · Aug 17, 2014 at 01:31 AM ·
spritessprite rendererresolutions
Dynamic texture resize
User "equalsequals" said on another post: "You should really use 2 resolutions, one for older gen devices and one for retina. The standard way of doing things is to have a low and high res version of the sprites. This is because on the older devices the retina-optimized graphics may look great but they will be double the size you need them. This is not only bad for memory, but processing as well. If you use run-time arguments to determine the device generation, you can then dynamically load textures and resize sprite geometry as needed."
My question is: how do you "dynamically load textures and resize sprite geometry as needed." on run-time.
Many thanks to anyone who answers.
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