Hey,
I’m at the OpenGL ES session at the iPhone Tech Talk NY. The speaker is saying that outside of PVRTC and RGBA8888 texture formats, every other native texture format gets padded to a 32-bit alignment. Does this basically mean it’s useless to set textures to RGB 16-bit in the Unity iPhone editor to save memory?
EDIT: I was wrong; look at my latest reply and the one above it.
Interesting, the ARM does need to align, so that sounds possible.
Note that it would only effect RAM usage, not bundle size, and you should still get better performance from rendering 16-bit instead of 32-bit.
RGB565, RGBA4444, RGBA5551, LA88, L8, and A8 are all natively supported. Only RGB888 and paletted textures should get expanded.
To the op, that’s not what I said. You might recall a chart on the slide showing the various formats and their depths.
RGBA8888, BGRA8888, RGB888 are all 32 bits.
I noted that RGB888 is expanded to 32 bits.
RGBA4444, RGB565, RGBA5551, and LA88 are 16 bits.
L8 and A8 are 8 bits.
Then there are PVRTC-4 and PVRTC-2.
Thanks for the correction Alan. I’m glad to be proven wrong in this case.