![]() If you provided bitmap assets in the highest resolution, then the Android device would have to do a lot of work to downsample or upsample it and make it look “right” on whatever screen size the app is running on. Bitmaps lose quality when you upsample them, but they don’t when you downsample them. SVG images, on the other hand, will look “right” no matter what the screen size / density. This image will appear much smaller on a high-density screen than on a low-density screen. Vector graphics can scale to any size without losing image sharpness and they tend to be very compact in size as well. If you create vector graphics assets in Sketch this means that the developer will be able to take them and use Android Studio to generate vector drawables (in XML) that they can use in their code. Bitmaps are “fixed” size and resolution, meaning that the number of pixels are fixed in every bitmap.SVGs files actually contain a set of instructions that tell Android how to accurately paint an image on a screen of any size or density.Unlike bitmap images, SVGs can “scale” to fit any size screen of any density. Ideally, you would want to create assets as SVGs in Sketch, and that will ensure that they are “density independent”. This means that if you want to use bitmaps in your designs (which are going to be displayed on phone screens of various densities) that you would try and provide the highest resolution bitmap possible right? Unfortunately, it is not that simple. ![]() And to ensure that memory and CPU is used efficiently on phones (especially low-end hardware).īitmap images are often used for app icons, notification icons, backgrounds of components in the app, etc. This ensures that they appear as sharp as possible devices with different screen densities.
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