Game Development Reference
In-Depth Information
Platform value
Description
SW
Build resources optimized for use with Marmalade's legacy
software renderer. Again, we must be using the IW_USE_LEGACY_
MODULES define in our MKB in order to use this.
GLES1
This is the default option if none is specified and builds resources
that can be rendered efficiently using OpenGL ES.
IMG_MBX
Same as GLES1 , but uses the PVRTC format for texture
compression on images where this type of compression works well.
IMG_MBX_VGP
Currently the same as IMG_MBX .
ATI_IMAGEON
Same as GLES1 , but uses the ATITC format for texture compression
where possible.
NVIDIA_
GOFORCE
Currently performs the same as GLES1 .
ARM_MALI
Currently performs the same as GLES1 .
While the platform identifier makes it easy to create resources for different types
of GPU, it is also possible to be a little more specific about the type of texture
compression to use. This can be done by specifying the platform as GLES1 and
adding a textureFormat setting. For example, the atitc entry from the earlier
example could be written as follows:
CIwResBuildStyle
{
name "atitc"
addReadPrefix "data-atitc"
platform "GLES1"
textureFormat "ATITC"
}
The following values can be used for the textureFormat parameter:
Value
Description
PVRTC_2
Uses 2-bit PVR texture compression. Not normally recommended, as it
tends to produce poor-quality results. Can be used on devices featuring
an Imagination-produced chipset, such as iOS devices.
PVRTC_4
Uses 4-bit PVR texture compression. This type generally yields good
results for textures with no alpha channel, but can be quite poor when
compressing transparent textures. By default Marmalade will not perform
this type of compression on any source texture with an alpha component.
This type of compression is supported by devices using an Imagination
GPU, for example iOS devices.
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