iPhone 2nd 사양
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textures
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1. min size
=> 8×8
2. max size
=> 1024×1024
3. alpha allowed
=> yes, but suggest using alpha masks when performance is needed
4. normal mapping
=> no (no shaders, and only 2 texture slots)
5. specular mapping
=> no (no shaders, and only 2 texture slots)
6. burst, saturate, modulate etc.
=> modulate and saturate only, when not using lightmaps (because only 2 texture slots)
7. environment/sphere mapping
=> Unfortunately not
8. texture clips
=> yes
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shadows
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1. dynamic shadows possible
2. dynamic shadow resolution (512->4096)
3. impact on performance (forest with dynamic shadows on every tree possible or not)
=> not supported, could be possible but would be too slow… must use “fake shadows” instead.
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in-game video
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1. size
2. framerate
3. codec/compression
=> not supported in current firmware… really hope Apple will open the functionality one day… (only way to play movies is by using their media player, fullscreen only, with playback controls when touching the screen)
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sound
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1. max length
=> unlimited if a Music (because using steaming), but quite slow. Suggest using Sounds, with short sounds (max 10sec)
2. count limit per sound bank
=> unlimited
3. samplerate, bitrate
=> 16bits, mono, 44100 Hz or less (lesser will be faster)
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particle systems
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1. max particle count per scene
=> depends on the screen size of the particles (alpha blending limitations)
2. max particle count per emitter
=> no more than 256 if you want good performances, but again it depends on the screen size f the particles
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poly count, animation
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1. max polys visible at the same time
=> 7.000 for a gool frame rate, but tested with lot more, and it “works” (don’t crash)
2. max polys per scene
=> limited to 24Mb Texture + Vertex Buffers memory
3. max poly per object
=> depends on the number of visible objects, but again, “lesser is better” ![]()
4. animation limit per anim bank
=> none
5. bones count limit
=> “lesser is better” but no limitations (from 0 to 16 is a good value)
6. bones per vertex limit
=> really try to use 1 or 2, but limited to 4.
