![]() i'm expecting always when you update new gpu patch with spine. In this case i can control image resolution by image_resolution parameter I tested like this page.vWrap = else if (direction = "xy") page.uWrap = page.vWrap = if(resolution != 1) In this case if divide 'resolution', it will be range over In Unity for example, it is not so easy to convert an image applied to a GameObject from a sprite sheet to a Texture2D that can then be applied to a different GameObject as a texture. ![]() In this case have to calculate to smaller basetexture.Īnd maybe 'resolution have to multiply when basetexture is 0.5x In my case i will be using one atlas and different PNGs like In this case there is not to need anything to calculate like below region.originalWidth = parseInt(tuple) / resolution region.originalHeight = parseInt(tuple) / resolution reader.readTuple(tuple) region.offsetX = parseInt(tuple) / resolution region.offsetY = parseInt(tuple) / resolution īecause atlas have all information to generate texture from basetexture Depending on what they are doing (of course) mipmapping will probably take care ensuring that the shader only samples from a 1024x1024 texture when it's onscreen on-canvas size is that or less and they can always for the texture to a smaller size by drawing it scaled by 50% to a temporary canvas which is then used as the source image for Pixi ![]() Regarding the OP's question I don't really understand the optimisation he/she is asking about. ![]() The Crunch library might help a bit, I've not dug to deep into what it's support is like the non-S3 formats it was designed for. And you'll probably end up playing around with each format tweaking the settings to find something that looks ok. alot of PowerVR chips will support the better looking PVRTC2 some will only support the lower quality PVRTC though). You might wind up with even more if you want to support subformats (eg. Thirdly, you have to support S3 (aka DXTn - I think this is what you meant by DDS(?!)) for desktops, PVRTC for iOS and a fraction of Android users (PowerVR chips only), Ericsson compression (ETC) and Android Texture Compression for the remainder and providing uncompressed/regular image fallbacks for Canvas and WebGL users where the browser doesn't provide the extensions required even if the hardware might support it. Even zipped/gzipped you wind up with files much bigger than the PNG files for the images despite the end result looking comparable (in terms of artifacts) to a JPEG with even more higher compression that'd be smaller again. Secondly, as it's not practical to do compression to these formats "on the fly" you end up with a with significantly bigger files to download - you don't even get the quarter of the size of the base image I mentioned before as the files need to include compressed versions of all the mip levels (which for uncompressed textures can be generated automatically). Hi Ivan - I notice you've been recommending texture compression a few times now and I'm not sure it makes sense for the kinds of uses you seem to be suggesting it for.įirstly, while your textures might take up a quarter of their uncompressed size in "video memory" - HTML5 games typically don't have hundreds or even tens of megabytes of uncompressed texture data to really benefit from this kind of optimisation. Use it only when you prepare different resolutions and in the loader, then it will work automagical The point is - you dont have to use "resolution" variable inside the game. one or multiple image files containing textures referenced by the. It reduces texture size in videomemory which can be helpful in your case. Texture compression ( ) can be used if you convert PNG to DDS (windows) and PVR (iOS). To make sure that your ATLAS file is not corrupted or virus-infected, get the file again and scan it with antivirus software.There's an option to generate different JSON files and atlases in texturePacker.ATLAS is Stronghold 3 editor data update. Because only the current version supports the latest ATLAS file format. Update your software that should actually open.There tap the Options icon in the top right-hand corner of the screen to change the default apps. Android: Tap the Settings icon on your smartphone, then tap on the Apps section. There long-press on the file, then release your finger. If you do not see an app to open the file, then tap Share "Share" and choose an app. Linux: Right click on the file, and select "Open with" and choose another program. Then choose another program and check the "Always Open With" box. Mac: Right click (or Ctrl-click) the ATLAS file, then click "Open with" > "Other.". Now select another program and check the box "Always use this app to open *.ATLAS files". Windows: Right click on any ATLAS file and then click "Open with" > "Choose another app". Associate the ATLAS file extension with the correct application.
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