2012-09-06, 21:28
So i'm trying to keep things light. And i wanted to know, what makes a skin heavy?
Like, for example, a choice between a 1px black png or a nice 1080px with diffuse and fanart.
Will that give me enough extra in resources to really be a benefit?
Are empty parts (transparent) in big png files heavy? Like, if you wanted to just make a spotlight on a background. Is it just the actual visible pixels that get refreshed with dirty regions? Using the same black bar multiple times in a window vs a slightly different one?
Would it help if animations get timed to start after each other? And how much more heavy are animations vs none?
Lenght of xml files? Out of screen onfocus includes vs overlay windows? With that i kind of mean, loading them on window open (like views) or when you need them (like dialogbuttonmenu).
I think you get the idea
Like, for example, a choice between a 1px black png or a nice 1080px with diffuse and fanart.
Will that give me enough extra in resources to really be a benefit?
Are empty parts (transparent) in big png files heavy? Like, if you wanted to just make a spotlight on a background. Is it just the actual visible pixels that get refreshed with dirty regions? Using the same black bar multiple times in a window vs a slightly different one?
Would it help if animations get timed to start after each other? And how much more heavy are animations vs none?
Lenght of xml files? Out of screen onfocus includes vs overlay windows? With that i kind of mean, loading them on window open (like views) or when you need them (like dialogbuttonmenu).
I think you get the idea