I have a stack of transparent PNGs that I'd like to use in a SKSpriteNode
animation with SKTexture
s. I'd need to adjust the memory usage of SKTexture
s by reducing texture quality down from RGBA8888
to RGBA4444
.
How would I initialize SKTexture
with RGBA4444
texture format?
Edit: IOS Swift Game Development Cookbook: Simple Solutions for Game Development suggests that SKTexture
would support PVRTC files as follows:
However, I couldn't get a SKSpriteNode
to display a texture generated this way.