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Automatic Downsizing and Scenemanager — Gideros Forum

Automatic Downsizing and Scenemanager

SeebalSeebal Member
edited September 2013 in General questions
Quick question,

I'm using automatic downsizing with 0.5 and 0.75 scales to bring my assets to a lower resolution. I'm using
collectgarbage(count)
collectgarbage()
print ("memory used:"..collectgarbage("count"))
to see how much memory the textures use, and no matter what resolution I have in gideros player(1080x1920 or 720x1280), on windows, it still reads the same. I thought that using a lower resolution on gideros player would use the lower resolution assets and thus less memory... did I miss something? Do I have to go through all the code and put something like: if using @half textures then load @half textures else load full resolution textures?

Also, when using screen manager I usually put all my loading code in Scene1:onTransitionInEnd() and add an event listener to Scene1:init(). However, since theres so much loading code, it often takes a while for the game to load, and sometimes freezes although there are still textures being loaded (on windows its like 5 secs, and on my HTC One its like 10 secs) Even if I put like a print statement right in the beginning of the function, in front of every thing else, the player does not print it onto the console until everything else is loaded, which Im guessing is because the player is freezing although things are still being loaded. This is the same on windows and my HTC One, although it doesn't even work on my Droid X which is a lower end device though it might be because of the memory problem mentioned before. Is there some way to make this more efficient? Thanks.

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