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I am currently working on a game with Andengine, GLES1 and have found on one of my devices it runs really slow, (around 15 FPS). To improve this as well as using a SpriteGroup I have converted the background images to RGB_565. So, for example,

mBitmapTextureAtlasBackground = new BitmapTextureAtlas(512, 
    512,BitmapTextureFormat.RGB_565,TextureOptions.DEFAULT);
mBgRegion = BitmapTextureAtlasTextureRegionFactory
    .createFromAsset(mBitmapTextureAtlasBackground, mActivity, 
    "backgroundgame1.png", 0, 0);
BackgroundSprite = new Sprite(0.0f, 0.0f, mCamera.getWidth(),mCamera.getHeight(), mBgRegion);

However the images are as follows, the one on the right is wtih RGB_565,

Original Image RGB_565

(The black rectangle on the first image is an advert I blocked out!). Is there something I have omitted? I would be greatful for any help on this. Thanks in advance.

Alexey
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Steven
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1 Answers1

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Apologies, it appears this is down to my own ignorance as regards image formats :$

I have left the question however just in case someone was wandering similar. I was using texture packer which gave me an option for texture format, (png) and at the same time an image format, (RGB565), so I assumed that RGB565 was a reduced version of png without alpha. While looking into my problem I came across this,

How to convert 32 bit PNG to RGB565?

And this,

Why there is .pvr file in OpenGL(IOS)

I understand now that png and RGB565 are indeed very different!

Community
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Steven
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