Author Topic: How NGUI supports devices with low memory  (Read 1319 times)

lostsoul

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 2
    • View Profile
How NGUI supports devices with low memory
« on: May 01, 2014, 06:47:51 PM »
Generally the assets are put into categories like sd/md/hd or ldpi/mdpi/hdpi to support low end devices. The idea is to load lesser sized textures/sprites to keep memory footprint low. How is this handled in ngui ? What is the workflow recommended for making it work across devices with less memory footprint?

Thanks

lostsoul

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 2
    • View Profile
Re: How NGUI supports devices with low memory
« Reply #1 on: May 02, 2014, 03:16:57 AM »
To add little more, Do you guys use different atlases/sprite sheets for different devices. If so how is it done, can anyone please point me to example code.

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,154
  • Toronto, Canada
    • View Profile
Re: How NGUI supports devices with low memory
« Reply #2 on: May 02, 2014, 09:05:23 AM »
Look into reference atlases and fonts. I have a video explaining this as well. The idea is to make your UI using a "reference" atlas -- that is, one atlas that actually "points" to a real atlas. When your app starts up, load the appropriate atlas and set the reference atlas to point to it. Same with fonts.