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Messages - oddurmagg

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It seems a little limiting to have to use GLES 2 if you are using ngui. Do you have any details on why this is no compatible with GLES 3 ? Especially now that higher end devices are becoming more available.

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I´ll take a stab at merging that patch into the pro repo when I have time

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Did this ever make it into the repository ?

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NGUI 3 Support / Re: Atlases as PNGs in build
« on: June 20, 2014, 10:15:42 AM »
I have this working now. I am loading pngs from .bytes file, which drastically reduced the size of my build.

I have also created an IOS extension that loads the png's into a RGBA4444/RGBA5551 texture instead of the RGB32 as LoadImage does. I also have the support for RGBA5551 since most of my texture only require a single but transparency anyway and my artist really appreciated the extra color depth. This is giving my best of both worlds, small disk usage (pngs!) and low memory usage (16bit!) and extra color depth (RGBA5551 in 16 bit!)

My only step now is hooking correctly into the UIAtlas lifetime events, since properties of prefab don't receive f.x OnDestroy. I am putting together a proxy component which goes on to all my sprite gameobjects which forward those messages to the atlas on the sprite. Ugh..

If anyone is interested in working on or receiving the code .. just contact me. I would love for someone with android experience to port the opengl part to android.

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NGUI 3 Support / Re: Atlases as PNGs in build
« on: June 12, 2014, 05:16:44 AM »
At runtime the images would be loaded into raw bitmap, which is what I want (PNG files are loaded into ARGB32 format.)

Runtime memory size if now what I am battling, but rather the build size. If I choose to have my atlases at uncompressed 16/32 bit, they are included like that in the build. What I am trying to achieve is including them as PNGs in the build and loading into a texture2d object at runtime, where they would be ARGB32.

According the the build report, the textures are taking up as much space in the build as is shown in the preview window.

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NGUI 3 Support / Atlases as PNGs in build
« on: June 11, 2014, 04:37:48 AM »
Has anyone experimented with including atlases as PNGs in the unity build, by having them as resources with .bytes extension. Then using Texture2D.LoadImage to load them at runtime(http://docs.unity3d.com/ScriptReference/Texture2D.LoadImage.html)  and use as a atlas texture.

This would bring my built size down by an order of magnitude, since I have all atlases as uncompressed 16bit RGBA, and I have a lot of them (1 per level). The reason I have that many atlases is I have a custom build step which goes over all the sprites in the scene and creates a scene specific atlas only containing the sprites used in the scene, I do that to collapse drawcalls atlases and minimize runtime memory overhead. But the flipside is my build balloons in size.

I am going to start experimenting with loading .png.bytes at runtime and I just wanted to check if anyone had gone down a similar route.


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NGUI 3 Support / Reasons to move from 3d to 2d colliders ?
« on: June 09, 2014, 12:10:46 PM »
Are there any immediate benefits to migrating from 3d colliders to 2d providers in an established project ? Are there performance improvements or is it just to be more in line with unity2d and the upcoming unity ui system ?

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NGUI 3 Support / Re: Huge mesh sizes
« on: March 06, 2014, 01:22:40 PM »
Is this in yet ?

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will be be seeing those changes to OnDisable in a release soon or should we just patch our versions ?

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ArenMook: Do you know which release this might make it into ?

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NGUI 3 Support / Best way to get panel world space bounds ?
« on: November 05, 2013, 08:36:35 AM »
I'm looking at ways to "cull" UI panels based on whether they are visible by the camera or not. It seems like unity itself is not culling them out, at least the drawcalls incurred by uipanels which are not in the view frustum are still accounted for.

I would like to enable and disable the uipanels based on whether their world position bounds are visible by the camera, but to do that I need to get at the world bounds of the panel. What would be the best way to do that ?


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After upgrading to 3.0.4, It seems the number of draw calls goes up a lot. After trying to figure out what was causing that, I noticed that if I enable and disable the uipanel gameobject the number of draw calls go down(from 25 to 1). 

The panel has about 110 widgets on it all using the same atlas and all have the same depth (1).

I tested writing a small script that disables and enables the uipanel on start and that seems to remedy the problem. Not the most graceful way of doing it but it works.

This definitely smells like a bug.

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