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Question by nerik · Nov 04, 2011 at 12:02 PM · iostexturequality

iOs : Bad texture quality with true color uncompressed texture

Hi there,

I'm struggling to have proper texture quality for a 2D game. A picture's worth a thousand words :

Looks perfect on the desktop, while when running on an iPad, gradients look very bad, as if the texture was in 16 bit instead of 24. I've tried using auto truecolor, 32 bit and 24 bit, always uncompressed, Point, Clamp, and this is applied to a 1024*768 quad, using the simple unlit shader found at Owlchemy Labs (http://owlchemylabs.com/content)

I would be glad to take any advice, I'm really stuck here :)

Thanks!

[1]: http://nerik.me/texture.png

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avatar image andresp · Nov 04, 2011 at 12:28 PM 0
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have you tried using textures with power of two dimensions?

avatar image cj_coimbra · Nov 04, 2011 at 06:03 PM 0
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Not sure if you are having the same problem as I did, but if you are using this texture with some "GUI. " function, set it to GUI. It will increase greatly in memory but also in quality...

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Answer by nerik · Nov 08, 2011 at 05:14 PM

For anyone reading this, Alexey answered me on the forum: http://forum.unity3d.com/threads/111095-iOs-Bad-texture-quality-with-true-color-uncompressed-texture

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Answer by Catlard · Nov 04, 2011 at 01:53 PM

Make sure that your pictures are either 64 px by 64 px, or 64 by 128, et cetera. Unity changes the size of the image if you don't...does that help?

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avatar image nerik · Nov 04, 2011 at 05:55 PM 0
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Nope. I've tried with a 1024 1024 texture (first using ToLarger for NPOT, then with a true 1024 1024 img), I still have the problem. Also using a psd file ins$$anonymous$$d of a png doesn't help. :(

But thanks for trying.

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Answer by OtsegoDoom · Nov 26, 2012 at 10:45 PM

I was struggling with texture quality issues and GUITexture for a long time. Switching the format from PNG to TGA made a world of difference for me. The textures now show exactly as I was expecting them to.

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