lennaert wrote:The source images from your project are loaded into memory at start up.
lennaert wrote:Ashley wrote:The images go in to RAM and also in to VRAM (graphics card memory) if the rendering is hardware accelerated, which it usually is these days.
They get decompressed to the same size as the image saved as a 32-bit bitmap, so yes, a 1000x1000 pixel image will always take about 4mb of memory alone. This isn't much when both your computer and graphics card have gigabytes of memory, but bear in mind 4mb is still a lot for a single image on mobile.
The various compressed formats just package the data in to a smaller filesize. Compressed images cannot be drawn though, so it's normal to decompress the images in to memory whenever they are loaded.
We have plans for a feature to load textures layout by layout (like Classic can) somewhere on the todo list, to save memory with very large projects.
volkiller730 wrote:lennaert how old is that post? as C2 now loads layout by layout. so only images Sprites that are used are loaded. therefor them being in a family shouldn't matter unless created at some point
lennaert wrote:@volkiller730 wrote:lennaert how old is that post? as C2 now loads layout by layout. so only images Sprites that are used are loaded. therefor them being in a family shouldn't matter unless created at some point
Did they already implement loading by layout ? I thought that was not yet realized and that every project resource image is loaded into memory at start up.
As far as I know, all images are loaded at start up, and only images in the viewport are rendered. I think you are mixing these 2 up.
Ashley wrote:Families are not involved in the texture loading at all. Texture loading works by individual object types instead of entire families to avoid dragging in loads of textures that aren't necessary. So if you have one "Sprite3" instance in a layout which is a member of a family, only "Sprite3" has its textures loaded.