How to implement custom texture formats in Android?
Posted
by
random1337
on Game Development
See other posts from Game Development
or by random1337
Published on 2012-09-16T00:19:30Z
Indexed on
2012/09/16
3:53 UTC
Read the original article
Hit count: 178
What I know: Android can load PNG, BMP, WEBP,... via BitmapFactory.
What I want to achive: Load my own 2D file format (e.g. 1-bit texture with a 1-bit alpha channel) and output a RGBA8888 texture.
Question: Is there any interface to achieve this?(or any other way)
The resulting image is used as a texture for a 3D model.
Why would you do that? Saving phone memory and download bandwidth while expanding the texture at runtime to RAM seems reasonable for very simple textures.
© Game Development or respective owner