When running the Skulls game on iOS, it will not work correctly because mipmapping is used on many UI textures. Since those textures are not power of 2 dimensions, they will cause a resize operation to occur for iOS which is very slow and will increase memory usage.
The UI library used is closed source so I cannot send a pull request to fix that code.
Essentially after the texture is loaded, you must call
Texture.setMinFilter(MinFilter.BilinearNoMipMaps);
Alternatively, use the AssetManager.loadTexture() call that takes a TextureKey argument, then you can choose if mipmaps need to be used via TextureKey.setGenerateMips(false).
When running the Skulls game on iOS, it will not work correctly because mipmapping is used on many UI textures. Since those textures are not power of 2 dimensions, they will cause a resize operation to occur for iOS which is very slow and will increase memory usage.
The UI library used is closed source so I cannot send a pull request to fix that code.
Essentially after the texture is loaded, you must call
Alternatively, use the
AssetManager.loadTexture()call that takes aTextureKeyargument, then you can choose if mipmaps need to be used viaTextureKey.setGenerateMips(false).