Tasharen Entertainment Forum

Support => NGUI 3 Support => Topic started by: dillrye on October 02, 2013, 10:22:23 AM

Title: UITexture or UISprite for runtime images?
Post by: dillrye on October 02, 2013, 10:22:23 AM
In our application we load a lot of images from a web service and display them at runtime.  We are currently using UISprite which requires them to be packed into atlases, but I was wondering if there would be any large downside to switching to using UITexture since the atlas packing seems to add quite a bit of slowdown on older devices.  Will a UITexture display on all devices even if the source Texture2d is not a power of two? 
Title: Re: UITexture or UISprite for runtime images?
Post by: Nicki on October 02, 2013, 01:23:04 PM
The draw backs are that UITexture takes a draw call per texture, other than that it should show fine.