

- #POWER OF TWO TEXTUREPACKER MAC OS#
- #POWER OF TWO TEXTUREPACKER SOFTWARE#
- #POWER OF TWO TEXTUREPACKER SERIES#
- #POWER OF TWO TEXTUREPACKER FREE#
If we uncheck this option the size of our sprite sheet grows to 16384 kb. In the Geometry panel, the Autosize is checked by default. This combination of Image Format and Dithering will give us better results and reduce our files size to 2048 kb. But we can make up for this loss by using the FloydSteinberg + Alpha Dithering setting. We can reduce the Image Format to RGBA4444 with some loss in quality. The default Image Format is RGBA8888 which will give you a good quality image at the expense of file size. The powerVR graphics format is the best format to use for iOS devices and the PVR.CCZ is a compressed version of this format. In the Output panel, we can change the default Texture Format setting from PNG to PVR.CCZ. Let's take a look at some of the options we have for optimizing the sprite sheet. Now that these two files have been generated, we can create the scene.At this point, we could export a sprite sheet and property list from TexturePacker for our Photoshop R bouncing ball animation but it would be a big 4096 kb. Then, in the above Size constraints (size constraints), don't need to be a power of 2, come to any size In the composition setting, if Force squared (must be square) ) If it is selected, uncheck it So, set it slightly (don’t say I’m stinging, it’s a little sa~) There is a large amount of blank space on the right side, which is a waste of space. Open TextuerPacker, in the toolbar, find Add Sprites or Add under the Edit menu Sprite, you can even select the corresponding picture directly from the folder and drag it to the part of the picture file list.Ģ. This time, let’s take the main interface of FlappyBird as an example~įirst find the corresponding picture (if not, it doesn’t matter~ a link will be given at the end of the article~)ġ. View Image TexturePacker generates texture atlas This option is to deal with this problem. +Scale mode, and the image will be distorted when zoomed. But engines using OpenGL 2.0 technology (such as Cocos2d-x) have no limitation on For the convenience of traditional game engines, the power of 2 is used by default. + Size constraints, there are three limits for the width and height dimensions (the power of 2, any size, and any size except the power of 2). Color ladder, if there is a color ladder, check it, it will make the problem better +About Dithering, this is to prevent the color difference between pixels from being too large. (the rest is not well understood o(╯□╰)o.) Previous RGBA, RGB It is the three channels of red, green and blue, A is the transparency + about Image Format, it has 14 types, the + here to talk about the difference between whether this is checked or not is like the following picture: Now let’s take a look at the interface of TexturePacker~
#POWER OF TWO TEXTUREPACKER FREE#
Um, by the way, such a cool stuff, of course, it’s charged,Īlthough it can be tried for free, but some functions of the free version cannot be tried, the most important thing is that some textures of the final generated image will not be displayed. For this, there is a special option in the interface to let you choose which engine to generate, In short, it is very powerful. Moreover, not only Cocos2d-x, TexturePacker tool supports many game engines.
#POWER OF TWO TEXTUREPACKER MAC OS#
TexturePacker supports both Windows and Mac OS operating systems (this is very convenient~) This is the texture atlas Getting to know TexturePacker There are two files, one storage location and one to store pictures,īut BMFont is. The texture atlas is similar to the previous BMFont. Which improves efficiency and reduces memory consumption. However, if you put these pictures into a big picture, the engine will read these things very quickly, and when you use them, you can also crop some of them for use, Easy to find, inconvenient to use, and low efficiency.
#POWER OF TWO TEXTUREPACKER SERIES#
Some of them may be single pictures such as backgrounds and buttons, or they may be a series of pictures such as animation

When making a game, a lot of pictures will be used.
#POWER OF TWO TEXTUREPACKER SOFTWARE#
Which is a texture atlas editing software developed by the CodeAndWeb team in Germany, which is quite powerful~ This time it is the picture part-TexturePacker, Last time it was the text part, I introduced something about BMFont
