Game Development Community

PVR White Images

by Jason Darby · in iTorque 2D · 08/18/2010 (8:28 pm) · 8 replies


Ok this is driving me around the bend.

I have a PNG animation, works great on the simulator and the phone. The image is 2048x2048... (with alpha)... the sprites dont take up the whole canvas size... and i specify within iTGB to miss out blank sprite boxes.

I convert to PVR (PVRTC 4BPP, iterations 0, Mips image only).

In my datablocks i have removed the file extension, so it should pick up the PVR before the png (right).

In the datablocks for the object, i set filterpad to be 0 and set optimised to be 1. Now that animation shows as a white block, rather than the actual animation.

Does anyone know why it would just be a white box?

Thanks

Jason

About the author

Computer games book author, have written 6 game creation books, published by Cengage Course Technology. Owner of Arcade website www.madword.com and Castle software.


#1
08/18/2010 (10:35 pm)
Couple of things to try.

Make sure the pvr image is flipped vertically. I believe there's also a setting called "use pvr" make sure that's set to 1.

I believe the iphone 3g allows textures up to 1mb only (I could be wrong).
#2
08/19/2010 (5:02 pm)
Hello

Thanks for the comments. Some additional information based on what you have said.

1. Some of my other images work (and they are not flipped)
2. Yep i have a 3G
3. 1mb only... now that is interesting, i have three spritesheets that are causing me issue, sizes below:

a - 1st image - 1.1mb png, 2.1 pvr
b - 2nd image 1mb png, 2.1 pvr
c - 3rd image 885k png, 2.1 pvr

Going to do a little test (they are currently in 4BPP, going to convert 1 to 2BPP and see if that reduces it below 1mb to see if that fixes it. Will also try the other things you suggest.

Thanks

Jason
#3
08/19/2010 (6:30 pm)
I have also read that the texture size on a 3G was (pre ios 4) limited to 1024x1024.

Can someone confirm this? I dont recall seeing anything like this in the docs.

http://www.cocos2d-iphone.org/forum/topic/6155
http://www.iphonedevsdk.com/forum/iphone-sdk-game-development/56193-texture-size-limit.html

I dont really understand, i have many pngs that are bigger than 1024x1024 and they work fine, is this a PVR limit?
#4
08/19/2010 (7:41 pm)
Jason, try setting the optimised flag to true and ensure that filterPad = "0".

Sorry, I should learn to read :)
#5
08/19/2010 (7:47 pm)
Haha, no worries Scott.

Havent Garage Given you a job yet, you seem to do way more support than they do ;)

Hopefully our next test which is just about ready will prove if PVR above 1024x1024 is the problem.
#6
08/19/2010 (10:52 pm)
Ok for information (for anyone having problems in the future), the problem was indeed the PVR couldnt handle over 1024x1024..... PVR worked when i resized it (unfortunately the PVR looked pants, but thats not the point :D

Can anyone else confirm they have tried with an image over 1024x1024 in PVR and it worked/failed?
#7
08/20/2010 (3:04 am)
Sizes are listed in Apple's guides, and they're 1024x1024 for everything before 3GS, 2048x2048 for 3GS and on. PVR or not doesn't affect it. Larger than 1024x fails on my iPod touch 2nd gen.
#8
08/20/2010 (4:33 am)
Oops I meant that the texture can only be 1024x1024 in size. Thanks for catching that.