I'm having trouble getting the images to line up correctly when we export a texture atlas that trims empty space.
Correct version:
I thought I could scale the quad based on the original vs atlas size:
Rect size(0, 0, originalSize.x, originalSize.y); Vector2 temp(originalSize.x * pivot.x, originalSize.y * pivot.y); size -= temp; float sx = textureSize.x / originalSize.x; float sy = textureSize.y / originalSize.y; size.left *= sx; size.right *= sx; size.top *= sy; size.bottom *= sy;
It produces this:
So next I tried to use the offset from the top/left which is the amount removed from the top/left. The idea is to compute the original quad and then get the true quad based on that:
Rect size(0, 0, originalSize.x, originalSize.y); Vector2 temp(originalSize.x * pivot.x, originalSize.y * pivot.y); size -= temp; size.left += offset.x; size.right += offset.y; size.right = size.left + textureSize.x; size.bottom = size.top + textureSize.y;
It produces this:
Any ideas what I'm doing wrong here?
Robert