Turn Off Anti-Aliasing For Bitmap - android

I've recently started testing for my game on other peoples phones. For some reason the whole game is getting really "blurry" for their phones, but not for mine. All of them has got a higher android version then I do.
I've tried finding a good answer around the web for this, but all I can find is the answer for if you are using the res/drawable folders. I am loading my images from the assets folder with a special load method. I am then stretching them out when I draw them onto the screen with the "c.drawBitmap()". I am drawing using an "android.view.View".
So now, anyone that has the answer for turning the anti-aliasing off for bitmaps when creating 8-bit games. It would be an impossibility for me to resize the images before rendering them onto the screen, because of me creating an image from an integer array, that refreshes with a rate of about 60 fps.

That blurriness, is most probably because of low resolution of your bitmaps. It may be fine on the test device of yours, but when you use them on higher resolution screens you will either get raw/pixelated or blurry/AA'd results after scaling. An appropriate solution is to have different images for different resolutions, or to be more accurate; densities. Android already do the choosing part:
ldpi
mdpi
hdpi
...
I am assuming you know these identifiers.
Put your high resolution image to res/drawable-hdpi, low resolution to res/drawable-ldpi etc.

Related

Clarifications about android drawable folders

Until now, I did not pay too much attention to how to store drawable resources.
I usually generate multiple versions of an icon and store them under the drawable-mdpi, drawable-hdpi, drawable-xhdpi, ... folders.
For other images for which I don't have multiple versions, I inconsistently store them under drawable-nodpi or drawable.
However, I recently encountered an issue related that bring all my attention to that. I stored a 100KB image under the drawable folder. However, my app was regularly crashing, stating it could not allocate 18MB!
After some searches, the reason was that the image was scaled to fit the screen resolution and it resulted in a way heavier image. The fix was to move it under the drawable-nodpi folder which prevents that scaling.
So now, I am trying to better understand where I should locate my images and how this scaling effect works to optimize my app on that part.
I have done plenty of searches, but resources are limited or unclear on that subject and the official documentation kinda really sucks.
I am aware of the official explanation for the drawable or drawable-nodpi, but it does not clarify everything.
Typically:
How does the scaling work? Let's say I have res/drawable-mdpi/image.png. Does that mean the image is scaled if I have a screen different from mdpi, or will it also be scaled on mdpi screens resulting in possibly heavier image size on every device?
Following previous question, if the image is not scaled for mdpi screens but scaled for any others, then does that mean that if I provide a version of this image for every screen density, the scale will never happen? Or at the opposite, if the image is scaled also on mdpi devices, then having different version of the same image for each screen density will still scale the image, but using the version of the image matching the screen density of the device?
How to deal with icons for which I do not have multiple versions? I am afraid that if I put this single version in mdpi, it just scales it and uses so much more memory than necessary. In such case, should I put any icon for which I do not have different versions under nodpi?
On the other hand, if whenever you put an image in mdpi, hdpi, ... it scales it even on devices matching the density, then should I just move everything under nodpi or some high resolution like xxxhdpi where it can only be downscaled?
Thanks
Let's say I have res/drawable-mdpi/image.png. Does that mean the image is scaled if I have a screen different from mdpi
Yes.
or will it also be scaled on mdpi screens resulting in possibly heavier image size on every device?
No.
if I provide a version of this image for every screen density, the scale will never happen?
Yes. Your APK will be larger, due to the 7 copies of the drawable.
How to deal with icons for which I do not have multiple versions?
Option #1: Decide what density that particular version belongs in, and put it there. Android will upsample or downsample the image for devices operating at other densities.
Option #2: Put it in -anydpi or -nodpi, in which case Android will not upsample or downsample it. However, in this case, you need to be controlling the size of the image yourself (e.g., in the ImageView).
Option #3: Replace the icon with one that either you have all relevant densities or one that is an SVG that works as a vector drawable when imported using the Vector Asset Wizard in Android Studio.
The decision-making needs to be based both on memory consumption and what the result looks like. A low-memory solution that looks awful is unlikely to be a good choice.
should I just move everything under nodpi
Probably not.
or some high resolution like xxxhdpi where it can only be downscaled?
Probably not. It is unlikely that a massively downscaled version of your icon will look very good.

Is it necessary to have image resources for different screen density?

When I started learning Android, the course that I took mentioned about screen densities in a very early stage.
And it encouraged me to generate image resources for HDPI, XDPI, XXDPI and XXXDPI.
Whenever I get an image from designer, it is a XXDPI image and I will generate other versions using a plugin of Android Studio.
Later I started to doubt if this is really necessary.
As far as I can observe, the only benefit of having different resources for different screen density, is that I can use wrap_content for ImageView and the image will keep the same size in different screen densities.
But this can be completely replaced by using a dp value for the ImageView.
On the other hand, I observed quite a number of drawbacks:
Since multiple images are included, APK size increase (not 100% sure, may someone confirm?)
This approach can sometimes increase memory usage, if you unnecessarily used a very high resolution image (e.g. a fullscreen background image). See this post for example.
Extra effort of generating different images
It is a nightmare if you need to have different drawable resources for another product flavor
So I start to think that why not just put a high resolution image in nodpi folder and let Android scales down for you? I never observed any observable drop in image quality. Will this cause any memory issue in a device with lower screen density?

Should I make different spritesheets for different resolutions

Im designing a game for android, I have my assets in low resolution that looks fine in small screens, if the game runs in a bigger screen it comes out pixelated, should I make different spritesheets for different resolutions or just one in HD and then reduce the images according to resolution? the second one sounds better but Im worried if all the scaling would take its toll on performance
I do use several SpriteSheets with different resolutions on LibGDX, here is why :
When you have to support devices with screen resolution ranging from 320*480 to 2560*1400 (And maybe up to 4K in a few years), it's almost impossible to have a perfect result on all these screens with an unique spritesheet resolution. If you use a virtual screen resolution (viewport), you may work on a single resolution and create assets accordingly and let this viewport automatically scale to the screen, so that your game will look the same on any device.
So, one may argue that a single HD spritesheet may be enough. However, most low-cost or old mobile devices are sometimes unable to load high resolution textures, so you may lose support for these devices if you only use HD graphics. What's more, downscaling assets programmatically often lead to poor and unpredictable graphics results in my own experience.
So personnaly, here is what i do :
I check the screen resolution and the max size of texture the device can load.
Using these values, i choose a viewport size and a spritesheet size choosing from spritesheet resolutions i pre-defined. (Low, medium or high resolution)
To help resolving assets according to the screen resolution, libgdx provide the ResolutionFileResolver class.
However, you should also read : https://gamedev.stackexchange.com/questions/24638/resolution-independence-in-libgdx

Allow auto scaling in Android Drawables for various densities?

A lot of blogs and best practices for Android Development says
"You don't need to supply bitmaps for every possible density, Android will scale your bitmaps (typically when they are loaded) to match the current density."
Reference Link : https://plus.google.com/105051985738280261832/posts/6eWwQvFGLV8
I tried it works well.
But i couldn't understand one thing.
For instance i created a sample app with 5 full screen images of around 1.5 MB each in a view pager.
I created heavy images for 7 inch MDPI devices like Galaxy Tab 2 and put them in "drawable-large-mdpi" folder. It was bit jerky but didn't crash and let me scroll through all the images.
Now i tried to use the app on my Nexus 7 which is almost a large HDPI device. The app crashed with "OOM error" while decoding the bitmap.
*If i move the images from large MDPI to large HDPI, it works well on both the devices with out any crash. *
So i have two questions.
Does this result incline towards, we can only put the graphics assets in the highest density drawable folder and let it scale down automatically in its range ?
What happens internally why it crashed for the first time ?
That would be one way to do it so long as the drawables look fine when scaled. Scaling down in size usually is better than scaling up. That said, there is this line:
Even so, when bitmaps are scaled to a density there isn't a design
for, you may get artifacts such as softening of the edges.
The reason scaling from HDPI to TVDPI works fine is because the two densities are so close. Problems with some images will start showing up between the major densities. For example, jumping from HDPI to LDPI will sure result in many artifacts as the image was simply not designed for low-resolutions.
It's most likely crashing with an OOM in the Nexus 7 because it's taking your large images that the device thinks are MDPI images and scaling them up to TVDPI settings. This would result in an even bigger image.
When you put them in the HDPI folder, you're telling it to scale down to TVDPI so the resulting image is a less memory footprint.
There's also the overhead that comes in to play in the actual scaling.
The same thing will probably happen when you scale up to an XHDPI device.
No, you can put graphic assets into any drawable folder. If you only put resource in one density folder, the system will scale up and down to the target device densities.
You wanted to use a lot of memory with using those large images at the same time. Even if you use compressed image formats, when the system draws it on the screen, it will be in the memory as a bitmap. So if you keep 4-5 1200x800 pixel image in the memory at the same time it will use up that amount of memory in bitmap. That crashed your app because it ran out of the granted memory (which is very low by default android only ensure 16 mb which is usually broadened by manufacturers).
When you put the images in the hdpi, system scaled down the images, thats why there could be (not guaranteed) enough memory for the smaller images.
Solution: don't use that big images as backgrounds. Try nicely scalable images, and check out the 9-patch format: link

Scaling images automatically instead of pre-defined images

I'm quite new to Android development. My understanding is that you can create several versions of the same image with different sizes and put them into the folders drawable-ldpi, drawable-mdpi, drawable-hdpi.
It seems obvious to me that you can handle this problem "the lazy way" by just resizing one image depending on the device's pixel density. For this I programmatically find out what density the device has, like ldpi. The implementation itself is not the problem. I'm just afraid of any drawbacks (that prevent me later from running the app on different devices).
So, are there any (major) drawbacks of scaling images automatically ?
In which of the three folders do I put the image so that the compiler can find it?
You would put the image in your regular drawable folder. That way any phone can find it.
While you can programatically shrink images, shrinking usually has the effect of reducing image detail and causing jaggies.
Adding in smaller assets will also reduce memory usage on smaller phones. Keep in mind that some Android phones are notoriously bad with memory (see: HTC Status), so any and all savings help.
I would recommend just photoshop scaling images down large images yourself. For smaller images, it is not as big a deal.
Android does auto-scale and it works fine in some cases, but it doesn't work for many, notably small images with important details like text. Scaling a larger image down blurs those details. Scaling a smaller image up is worse. This is why icons files have been multi-resolution since the very early days of GUIs. To wit, text scaling is hugely complicated. Ask any font designer, and note Adobe built a company on algorithms to do it automatically.
it's on mdpi folder. It'll change the size automatically. But is not recommended since the image quality drops.

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