Skip to content

Mipmapping used on UI textures #2

@shadowislord

Description

@shadowislord

When running the Skulls game on iOS, it will not work correctly because mipmapping is used on many UI textures. Since those textures are not power of 2 dimensions, they will cause a resize operation to occur for iOS which is very slow and will increase memory usage.

The UI library used is closed source so I cannot send a pull request to fix that code.
Essentially after the texture is loaded, you must call

Texture.setMinFilter(MinFilter.BilinearNoMipMaps);

Alternatively, use the AssetManager.loadTexture() call that takes a TextureKey argument, then you can choose if mipmaps need to be used via TextureKey.setGenerateMips(false).

Metadata

Metadata

Assignees

Labels

Type

No type

Projects

No projects

Milestone

No milestone

Relationships

None yet

Development

No branches or pull requests

Issue actions