mono/MonoGame — pull request #447 by tomspilman (2012-05-03 23:42:12+00:00)
Title: MGTextureProcessor

So this pull has the new MGTextureProcessor for getting PVRTC compressed textures for iOS along with overloaded MGMaterialProcessor and MGSpriteFontDescriptionProcessor classes which redirect TextureProcessor calls to MGTextureProcessor.

These processors extend their MS XNA counterparts providing additional features... in this case the ability to generate PVRTC textures if your building content for iOS.

These processors are meant to be used instead of XNA's processors in your project... if you're not building for iOS then things fall thru to the default behavior.

Ray is writing up a wiki page on how these are built and used now... i'll link it here when its done.

Note that this commit also disables reading of DXT textures on iOS… you have to use the new processors.

A performance example... our texture heavy game when from taking 116 seconds to load on an iPhone 4 to 50 seconds. Our texture memory usage was easily reduced by 6X vs using all uncompressed textures.