Author Topic: Font Packed question  (Read 3791 times)

joreldraw

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Font Packed question
« on: June 27, 2012, 05:51:23 AM »
Im trying this technique to reduce mi atlas size but i have some issues.

1.- I add the font to an existing atlas with images and if i change shader to "unlit transparent colored packed" i can“t use my sprites.
2.- if i use a diferent atlas for the packed font with diferent shader this require an extra drawcall.

What is better in cpu & memory requeriments?
30% of my sprites atlas & extra atlas & extra drawcall  or not packed font with 1 atlas without reduction.

ArenMook

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Re: Font Packed question
« Reply #1 on: June 27, 2012, 07:01:26 AM »
Depends on the size of your font. If it's something like 2k by 2k asian style font, then definitely keep out outside the atlas. If it's something like 512x512, you might as well bundle it with the atlas. In the end it all comes down to what you have more room for -- extra draw calls, or texture memory.

joreldraw

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Re: Font Packed question
« Reply #2 on: June 27, 2012, 07:14:47 AM »
Now my principal atlas is 4092x4092 but mid of the texture is not used. Im trying to optimising this now i have all sprites i need.

50% of sprites is for fonts. im using 6 diferents fonts.

I think all fonts on a new atlas and packed font can be done in 1000x1000 and i can reduce removing fonts my principal atlas to 1000x1000 too.

Im now learning about all improvements posibble for mobile devices and i dont know about image memory limit.
I read too on Unity tips that is so much important to reduce diferents materials.
I need to know if is more efficiente sacrify adding 1 more material to reduce this image size or if adding this material need more memory or cpu that keep the principal image in original size.
All tips are wellcome.
« Last Edit: June 27, 2012, 07:17:21 AM by joreldraw »

ArenMook

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Re: Font Packed question
« Reply #3 on: June 27, 2012, 10:28:30 AM »
Having a pair of 1k by 1k textures is definitely way better than a single 4k by 4k. Not to mention that most iOS/Android devices are limited by 2k by 2k limit, and won't even handle 4k by 4k.