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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).