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Mipmapping used on UI textures #2

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shadowislord opened this issue May 9, 2015 · 0 comments
Open

Mipmapping used on UI textures #2

shadowislord opened this issue May 9, 2015 · 0 comments
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@shadowislord
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When running the Skulls game on iOS, it will not work correctly because mipmapping is used on many UI textures. Since those textures are not power of 2 dimensions, they will cause a resize operation to occur for iOS which is very slow and will increase memory usage.

The UI library used is closed source so I cannot send a pull request to fix that code.
Essentially after the texture is loaded, you must call

Texture.setMinFilter(MinFilter.BilinearNoMipMaps);

Alternatively, use the AssetManager.loadTexture() call that takes a TextureKey argument, then you can choose if mipmaps need to be used via TextureKey.setGenerateMips(false).

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