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Texturepacker extrude
Texturepacker extrude




texturepacker extrude

I just used the previous example, and then packaged start.png, grossinis.png, grossinis_sister1.png, grossinis_sister2.png into one ist and image.png. Change the resource loading method in the program Publish: Export resource files (.plist and png)ģ. This is very useful when debugging.ĪddSprite: add pictures Add Folder: add pictures according to the folder Shape outlines: Turn on this option, then you can see the edges of the wizard. (Because, in some cases, you may need this information to determine the location of the wizard) When you read these sprites from cocos2d, these transparent areas are still searching. Don't worry, these transparent areas are just to make the sprites in the spritesheet compact. Trim: Remove the transparent area around the sprite to make it better placed in the spritesheet. This corresponds to the interval-if you see some small transparent dots on the edge of your sprite, you can set this value to be larger. If you see some "miscellaneous pictures" next to the sprites in your game, you can increase the interval between the sprites.Įxtrude: The number of repeated pixels on the border of the sprite.

#Texturepacker extrude software#

In other words, you only need the artist to provide high-definition pictures, and you can use this software to generate high-definition and plain pictures for you.Īlgorithm TexturePacker: The only algorithm currently supported in it is MaxRects, which is arranged according to the size of the sprite, but this algorithm works very well, so you don't care about it.īorder/shape padding: In the spritesheet, set the interval between the sprite and the sprite. At this time, you only need to set the scale to 1.0 and check autoSD at the same time. But you also want to make spritesheets for iphones and touches that do not support high-definition display. For example, if you want to load pictures in the spritesheet (that is, created for Retina-display devices or ipad). Scale: Allows you to save a spritesheet that is larger or smaller than the original image size. export different formats according to the demand for picture qualityĭithering: Dithering, the default NearestNeighbour, (if there are many "bars" and color gradient changes on the image) modify it to FloydSteinberg+Alpha Image format: picture pixel format, default RGBA8888. Texture Format: texture format, default png I framed the places that we often use and some must be clickedĭata Format: What engine data to export, the default is cocos2d, there are many in the drop-down list, and the basic commonly used engines are supportedĭata File: Export file location (suffix. It is estimated that these two points will convince you~ At least I am. This kind of thing, so you won’t see any problems, but if we have to render dozens or even hundreds of images, the speed will be slowed down. In the example just now, we will switch texture and call glDrawArray once every time we draw an image. On OpenGL ES, we should minimize the call to switch texture and glDrawArray during rendering. Image width (width) × image height (height) × bits per pixel (bytes per pixel) = memory sizeĪt this point, if you have a 512×512 picture, then when you use the default pixel format to load it, it will costĢ.point: Let’s look at the rendering speed. Therefore, if you use the default pixel format to load images, you can use the following formula to calculate how much memory will be consumed to load:

texturepacker extrude

By default, when you load a picture in cocos2d, 4 bytes are used for each pixel to represent-1 byte (8 Bit) represents red, and the other 3 bytes represent green, blue and alpha transparency channels. Take the example just now, if start.png itself is 480x320, but after loading into memory, it will actually become one A 512x512 texture, and start.png is changed from 101x131 to 128x256. The first point : the memory problem, the width and height of the OpenGL ES texture must be a power of 2. The price of the tool is sure that the benefits it brings are far more than this number. It is worth it to be able to send more than 100 yuan to buy such a good tool. Note: This software needs to be purchased. If you haven’t been exposed to this tool, you are very lucky today. Welcome to reprint! Please indicate the source when reprinting:






Texturepacker extrude