Today, before the revision of a code, the game is running, the original normal picture shows the lace (mosaic), first of these pictures are no background color, so the format is required, PNG format can be saved as a picture without background, here is the PNG format used.
As shown above, the first two are after the run. And the third one is the original artwork
And then my solution was,
Here's the format option:
Format the internal representation used by the texture. This is the trade-off between size and quality. There are three different formats:
Compressed compressed RGB texture. This is the diffuse map of the Yangtze River format. Each pixel occupies 4bits (a 256*256 size of the texture will occupy 32KB size of memory);
Bit low quality true Color (truecolor) display. 16bits per pixel;
Truecolor true Color. This is the highest quality. A map of the size of a 256*256 occupies 256KB (8 times times that of compressed, that is, each pixel occupies 32bits). (This part is for reference elsewhere, and finally will give a link)
Overall, I really can not find a solution, I put the picture to compressed, and then there are other circumstances to modify it, (perhaps the picture model, the loss of pixels and so on.) )
Reference to an article: http://blog.csdn.net/candycat1992/article/details/22794773