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Home/ Questions/Q 300193
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Editorial Team
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Editorial Team
Asked: May 12, 20262026-05-12T06:53:30+00:00 2026-05-12T06:53:30+00:00

I’m making a 2d game and am using 64×64 textures to draw my characters.

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I’m making a 2d game and am using 64×64 textures to draw my characters. It basically looks like super mario brothers, each character has about 10 frames that make up their entire animation sequence.

The pvr tool sounded promising, it crushed my images down to 4kb each which was great. However the quality is very poor. I don’t think there’s anything I can do about this, but wanted to double check. Each frame is the character in some pose, and transparent pixels filling the rest of the 64×64 space. I somehow get filled pixels in the transparent regions, strange artifacts that make the output pvr kind of useless (this isn’t an error, I think it’s just the way pvr works). I could probably get away with some mudy-ness in the character themselves, but not random pixels popping up in transparent areas.

Are there any tricks around this? I think we only have about 10mb of memory to play with on the iPhone, so if each of my images is 64×64 pixels uncompressed, I’ll run out of space somewhat quickly as each will be an astounding 16k.

Thanks

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  1. Editorial Team
    Editorial Team
    2026-05-12T06:53:31+00:00Added an answer on May 12, 2026 at 6:53 am

    At least you should half required memory by using 16 bit textures. In Cocos2D you can do it using

    [Texture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGBA4444]; // add this line at the very beginning
    

    More about pixel format in Cocos2D

    Check out Cocos2D sources if you are programming in raw OpenGL

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