It's an easy addition and saves artists from having to figure out how to create premultiplied art. We also fudge in something so that any texture with _Add in its name will be treated as additive (all its alphas will be 0). TEXTUREPACKER ALTERNATIVE FOR FREETo better support this we also export the atlas as a TGA file rather than a PNG (I've seen different PNG readers/writers do weird things to the foreground color of pixels with 0 alpha, where everything seems to leave TGA files alone). CLI for Free texture packer Installation: npm install -g free-tex-packer-cli Usage Create and save project, using desktop app Execute in console free-tex-packer-cli -project /path/to/project. We changed the atlas maker and texture packer to perform a premultiply on textures when adding them to the atlas. You can use it to pack sprite sheets, including data formats for Phaser, CSS and LESS. We added support for this to our local copy of NGUI and I think it would be worth adding as an option to the real version. CLI for Free texture packer Installation: npm install -g free-tex-packer-cli Usage Create and save project, using desktop app Execute in console free-tex-packer-cli -project /path/to/project. This tool is a free online alternative for TexturePacker. json, this is a tool that need more contributor. amakaseev/sprite-sheet-packer is a tool written in Qt, now the supported spritesheet formats is cocos2dx. You can use it to pack sprite sheets, including data formats for Phaser, CSS and. Answer: Leshy SpriteSheet tool allows you to create your spritesheet (not to optimize). This tool is a free online alternative for TexturePacker. Once the texture is packed, you would ideally also keep the meta-data about the image that you can feed into your engine so that it is aware of what sprites map to what parts of the image - writing a general solution for this is also impossible (since people all do this differently.) Ideally, like I said above, the metadata would be exported as XML, then it could be transformed with XSLT to a desired format.> which is why I added the option to the atlas maker.ĭoes the atlas maker have any sort of premultiply support? All the widgets support adjusting their colors to correctly work with a premultiplied shader, but as far as I can see the atlas maker doesn't do anything different when a premultiply shader is used.
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