Author Topic: UITexture or UISprite for runtime images?  (Read 4926 times)

dillrye

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UITexture or UISprite for runtime images?
« 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? 

Nicki

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Re: UITexture or UISprite for runtime images?
« Reply #1 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.