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I have created a SpriteKit game, and trying to use RGBA444_COMPRESSED texture atlas as per Apple best-practice. However, on iOS7.1 / iPhone4 images from texture atlas appear double the size on the screen and not rendered correctly.

I could not find any workaround for this . Any idea how to solve this?

Yuvals
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  • Possible duplicate of [SpriteKit RGBA444\_COMPRESSED doubles the size on screen](http://stackoverflow.com/questions/32467883/spritekit-rgba444-compressed-doubles-the-size-on-screen) – Whirlwind Nov 22 '15 at 17:40
  • So this is not happening if you use RGBA8888_COMPRESSED or just RGBA8888 format in Output Texture Atlas Format section ? – Whirlwind Nov 22 '15 at 17:55
  • I does happen on every compression I am running. As if iOS7.1 does not know how to read the compression. – Yuvals Nov 23 '15 at 07:13
  • are you including both the regular and @2x files of your images for your atlas? – Knight0fDragon Nov 23 '15 at 15:52
  • No. only the @2x, is this not enough for iPhone4? – Yuvals Nov 23 '15 at 18:39

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