![]() ![]() ciUI block is actually out-of-date, so there might be more bugs related to the UI lurking somewhere, need to either improve it or implement another UI.load a folder of textures in multi bin mode after clearing all textures will cause a rendering issue.An option to export flipped texture make it easy to use with other cinder Find out how to create, apply, and test these techniques for your scenes. One is of absolute numbers and another one is of ratios relative to the atlas size. Learn how to use level of detail (LOD) and impostors to improve mesh accuracy and performance in 3D modeling. export - a filename with an extension (if no extension image will be saved as bmp) need to specified,Īnd 2 xml files storing position, name, size of each texture will be saved.upon rendering, package will be resized to fit into the window (512x512).load a single texture or load all textures in a folder A texture atlas places all of your sprites into a single file (much like a normal spritesheet) and uses either an XML or JSON file to describe where each sprite begins and ends (kind of like a HTML map if you remember ever using those).change atlas size ( non power of 2 numbers will be floor down to a power of 2 number ). ![]() The core algorithm is using Paul.Houx's( ) bin packaging code ( cinder/Cinder#362) This software is supposed to be used with the Cinder C++ framework ( ). A tool packaging textures into single/multi atlas(es) and generate a Xml file saving all individual textures' name, position, size. parse_args () if len ( args ) = 0 : print ( USAGE ) return - 1 atlas = parse_file ( args ) out = open ( options. add_option ( '-o', '-output', dest = 'output', default = 'out.atlas' ) ( options, args ) = parser. """ parser = OptionParser ( usage = USAGE ) parser. Handles command-line options and arguments and does the right things. Returns the byte-array representation of the frame. getValue ( 'height' )) class Frame : def _init_ ( self, xml_attrs ): self. Import struct import xml.sax from optparse import OptionParser class Texture : def _init_ ( self, xml_attrs ): self. It is capable of creating sprite atlases (both images and markup) and performing various editing and export operations. # The file format (all multibyte values are little endian): Atlased is a sprite sheet and atlas editor for 2D games development, asset preparation pipeline, game jam sessions and etc. # support trimming or rotation, 'cause I don't really need 'em. # into a binary format for fast/easy loading in game code. # Compiles texture atlases exported from TexturePacker (in the Generic XML format) GitHub - seph14/TexturePacker: An atlas generator to package textures into single/multi atlas and with a Xml file saving all individual textures name, position, size. The script that parses the files is a short Python script: #!/usr/bin/env python * All multibyte values are defined to be little endian. atlas file format is simply a Header structure, followed by numFrames It’s simply a short header, followed by N AtlasSprite instances: /* The. I haven’t had a need yet for any of the fancierįeatures of TexturePacker like rotation, trimming, etc, so I don’t try and support them. The structure of the file is very simple. ![]() Having to deal with parsing any plain text. TexturePacker into a binary format that I can quickly load in game without To that end, I wrote a small script to compile the “Generic XML” output from However, all the good texture packing tools output XML, so I have to deal with it at some Even less a fan of dealing with it in a static, compiled language.Īnd when it comes to load or run time in a game, the thought of spending the time to ![]()
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