Since Marmalade allows us to target so many different devices, it seems a shame to limit ourselves to a subset of them just because our graphics are too low or too high resolution for certain devices, or some devices have less memory and therefore can't handle lots of high resolution textures.
Another issue we might face is that different devices support different file formats for audio or video clips. To improve render speed and memory usage we might also consider using hardware texture compression, which of course varies depending on the type of graphics processor a particular device has.
Marmalade provides a couple of solutions to these problems. The first, more global approach is to make use of build styles , which allow us to both load different sets of resource files when loading a GROUP file and specify the type of hardware texture compression to apply.
Build styles are then enhanced by the concept of resource templates, which allow us to more finely...