mariogarranz Posted March 1 Share Posted March 1 I have a big texture using a Spine animation (3905 × 2948). When its played for the first time, it causes a noticeable frame freeze, for around 1-2 seconds on slower devices, then it goes on. Performance debugger shows the issue is BaseImageResource.upload taking all this time to complete, making the animation frime very long. I tried adding prepare.upload, hoping this would let the render loop to keep going on while the GPU texture was loaded, but after several tests I came to the conclusion that this is not what prepare.upload is meant to do. It will properly resolve when the texture is uploaded, but the app won't run the render loop in the meantime. Is it correct that I cannot use prepare.upload for this, or may I be doing something wrong? Quote Link to comment Share on other sites More sharing options...
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