![]() If someone could let me know how to achieve this, that would be great…Īdditionally, I was hoping I could use TexturePacker not only for sheets, but to simply find the smallest rect and export each frame individually (not on a sheet). Are the days really gone where people create sprite sheets where every sprite’s bounding rect on the sheet is the same size? In other words, each sprite could be 96x96 even though the sprite itself doesn’t take up the whole space. I understand I can use the “basic” algorithm to sort alphabetically, but every sprite is still just packed against eachother, and there’s no way to make each sprite the same size on the sheet. Not only do I need them to be be in order, I need each sprite size to be the same… otherwise the spritesheets are 100% useless to me. ![]() Additionally, when using “MaxRects” you can’t sort the sprites in order. It simply trims everything as much as possible and crams them in. Is it possible to have TexturePacker just calculate the smallest bounding rect based on a sprite sequence? I’ve messed with the program quite a bit, and I can’t get it to really do this. So, I can only import texture sheets alone. The Mali SDK provides tools to create KTX file including alpha channel processing.I’m using a game engine that doesn’t accept LUA or XML files.The OpenGL SDK provides tools to create KTX file,.There are also lots of third party tools to prepare KTX texture files: KTXProcessor in.ktx out.zktx Convert a KTX file to a Zipped KTX file KTXProcessor px.ktx nx.ktx py.ktx ny.ktx pz.ktx nz.ktx out.zktx Create a Zipped KTX file with the provided cubemap textures KTXProcessor in.png out.zktx -mipmaps Create a Zipped KTX file with the provided 2D texture, generating all mipmap levels KTXProcessor in.png out.zktx Create a Zipped KTX file with the provided 2D texture KTXProcessor in.png out.ktx Create a KTX file with the provided 2D texture mipmaps input file will be processed to generate mipmaps etc1a input file will be packed using ETC1 compression, doubling the height and placing the alpha channel in the bottom half etc1 input file will be packed using ETC1 compression, dropping the alpha channel Output_file is the path to the output file, its type is based on the extension which must be either KTX or ZKTX Input_file is the texture file to include in the output KTX or ZKTX file.įor cube map, just provide 6 input files corresponding to the faces in the following order : X+, X-, Y+, Y-, Z+, Z. Usage : KTXProcessor input_file output_file CompressionĬompressing a Pixmap loaded from a file and writing it to our custom ETC1 file format is pretty simple: The drawback is that it won’t give you the ability to use mipmaps or cubemaps. It gives a straight forward way to support 2D texture ETC1 compressed. ETC1 File FormatĮTC1 file format is a very simple format specific to libGDX (see this blog post). The video memory savings will then drops from 6x to 4x, but are still worth the effort. or in the same texture, putting the color part of your image in the top, and the alpha part in the bottom.either in another texture which can be ETC1 compressed as well,.To support alpha channel, you have to to store alpha separately : The main drawback is that it is a lossy compression format. ![]() It allows to decrease the size of any RGB8 image by a 6x factor. ![]() OpenGL ES 2.0 has only one mandatory texture compression format on Android: ETC1 (this format is not available on iOS). compression used to store the texture in memory (ETC1, ETC2, S3TC,…), which improves your game performance and minimizes the memory footprint of your application at runtime (hence reducing the risk that Android performs an App restart on resume).compression used to store the texture on disk (zip, png, jpg,…), which is useful to reduce the size of your package,.Note that for the GWT backend ETC1 and KTX/ZKTX is currently not supported.īefore going into details, there are 2 types of compression to be aware of Luckily libGDX provides 2 options for this ETC1 files and KTX/ZKTX textures. If you need texture compression, offline mipmap generation, or cubemaps, the default texture formats like PNG won’t be sufficient.
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