Nathan Laing
Member
G'day all!
Working with an 'asset' that is multiple times the size of the 2048x2048 texture page size limit.
Currently, this asset has been broken down into squares each exactly equal to this limit, and is then later 'stitched' together in code.
As you might imagine, with various other objects and their sprites continually swapping in and out of memory, there is some occasional stutter.
What options exist for working with such a giant asset, eliminating the stutter, and (ultimately), maintaining both size and quality?
Working with an 'asset' that is multiple times the size of the 2048x2048 texture page size limit.
Currently, this asset has been broken down into squares each exactly equal to this limit, and is then later 'stitched' together in code.
As you might imagine, with various other objects and their sprites continually swapping in and out of memory, there is some occasional stutter.
What options exist for working with such a giant asset, eliminating the stutter, and (ultimately), maintaining both size and quality?