I tried to find this in the forums, but no luck...
I'm trying to get a better sense of how imported images perform at runtime based on size. I'm not talking about filesize or using different image formats or compression, but strictly height X width in pixels.
Ashley has already given me a great explanation of how images are converted to PNG-32 for use in the editor, and then can be exported to PNG-32, PNG-8 or JPG for final projects. What I'm after now is a best approach to sizing (height, width) an image for import into C2.
So here are three cases where an image is imported into a new sprite object:
1) A 128x128 image is imported and used at full size in the image editor and layout
2) A 256x256 image is imported, then immediately resized in the image editor to 128x128, then placed in a layout
3) A 256x256 image is imported, then placed in a layout, then resized in its object properties to 128x128
Can anyone tell me what the runtime differences are (if any) between these cases? I'm asking because I would expect case #1 to offer a performance benefit over #2 and #3. I would also think maybe there's a performance benefit to #2 over #3. I say this because I'm thinking that the larger image is stored and used at runtime in case #3, but not necessarily in cases 1 and 2.
It would be useful to know what the differences are between the cases (and if there are specific or general performance benefits).
Basically, If I have to, I'll get all my artwork down to the smallest usable height and width before I import it into C2, but it would be nice to know whether that's required.
Thanks for any help, and as always, thanks for a great product and great user community!