title: Creating and loading .pngs in RGBA4444 RGBA5551 for openGL
body: <p>I'm creating an openGL game and so far I have been using .pngs in the RGBA8888 format as texture sheets, but those are too memory hungry, and my app crashes frequently. I read in Apple's site that such format such be used just when too much quality is needed, and recommends to use RGBA4444 and RGBA5551 instead ( I already converted my textures to PVR but the quality loss is too great in most of the sprite sheets).</p>
  
  <p>I only need to use GL_UNSIGNED_SHORT_5_5_5_1 or GL_UNSIGNED_SHORT_4_4_4_4 in my glTexImage2D call inside my texture loader class in order to load my textures, but I need to convert my texture sheets to RGBA4444 and RGBA5551, and I'm clueless about how could I achieve this.</p>