Hello, I am trying to understand how app thinning and texture atlases work together regarding optimizing images. The underlying question is related to the inclusion of texture atlases in "Thinned" applications.
I understand that your images are selectively included using the .xcassets catalog, but it is unclear as to how that works with regards to texture atlases. What structure should be used when creating a iOS 9 compliant "thinned" app, which includes texture atlases?
In the past, I have created .atlas folders for both @1x and @2x graphics, and included the appropriate graphics in code, depending on the multiplication factor. In that case, does app thinning still execute on graphics within those seperate atlas folders? What is the recommended way to support @1, @2, and @3 graphics in a forward compatible way, honoring app thinning, while using texture atlases?
Finally, seeing as you can create texture atlases at runtime, is that recommended? I could see an environment where the images are stored in an Asset catalog, (getting "thinned" on installation), and then on-device compilation into a texture atlas upon the first app initialization. But in that case - testing is sure to be impossible.
Thanks for any insight related to this topic.
Cheers,
keny