json/.atlas files.įixed Size W/H: 1024 (so it will contain exactly 1 atlas page)Ĥ. MAKE SURE the relative path is the same as your. So we can make sure the exported PNG files are 512x512Ģ. MAKE SURE SETTING PAGE WITH/HEIGHT to 512/512 (both max and min), and check "Square" "Premultiply alpha". Here are my steps to create the "identical" pvr.ccz files from the. In order for this to work, we need to get the sprite frames ready before creating skeleton, and those frames should be from the. Texture = Director::getInstance()->getTextureCache()->addImage(path) SpriteFrame* pFrame = SpriteFrameCache::getInstance()->getSpriteFrameByName(path) Ok, I'm not doing anything fancy here, just need to modify a few lines in _spAtlasPage_createTexture to load PVRTC2/4 texture from SpriteFrameCache install of just addImage() : Unfortunately, if you set the pixel format to PVRTC2/4 and try to export, it's going to say the format is not supported for Spine (not supported for libgdx actually). TexturePacker has an option to set pixel format to PVRTC2/PVRTC4, which provides kind of a lossy compressed texture and takes much less memory in runtime. However, even though the pvr file is smaller, the textures take the same size as PNG after being applied in your game. pvr.ccz file is much smaller than png, and Texture Packer actually supports exporting for Spine. Just try to share my experience here in case anyone is interested.Īs we know.
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