Hi,
I’ve made a systeme wich instantiante a whole GUI based on a xml and some png (used as Texture2D) loaded as an input. The GUI is made only with GUIText and GUITexture.
It’s working perfectly fine, I can change my whole interface only by editing my xml file. The point is, I want to optimize the size cost of my interface. All the pictures are in ARGB32 and that sucks.
I tryed to create power of 2 textures, load my images into these power of 2 textures, and compress the Texture2D (using like “texture.Compress”). But image lost a lot of quality. Is there anyway to reduce the image memory size ? (they all contain alpha …). The whole GUI is like … 280 mo right now (original png files are like 2.75 mo)
Also, I think there is a memory leak. When I run my game in the editor with a memory consumption of 200 mo, after the interface is created if I stop my game, the memory of the editor is aroud 350. After 4hours of work, it’s like 1.4 go … It’s not always increasing with the same amount, but it’s increasing. I guess it’s my fault. So I was wondering if there is a tool (like the Profiler) wich is able to list the texture currently in RAM (maybe I’m dreaming ^_^)