asetinc Posted July 16, 2013 Report Share Posted July 16, 2013 What a amazing tool Spriter is. Thank you for good work. I just miss one thing and that's support for texture atlases. I spotted this coming already in one article written in August 2012 and your wall still says coming soon. I really think this is urgent. You just can't create professional game using separate images at least not for Starling. Each image adds a draw call, so a little bit complex character easily adds 10+ draw calls but it could be done with 1. Its to much, especially for mobile phones. Do you guys have any dates when this will be supported? I did found alternative here https://github.com/sammyjoeosborne/spritermc, which generates Texture Atlas dynamically (in runtime) which is again, unnecessary overhead. Imagine you have 5 texture atlases, how long would that take... Thanks in advance Quote Link to comment Share on other sites More sharing options...
lucid Posted July 16, 2013 Report Share Posted July 16, 2013 hi asetinc. We are quite a bit behind schedule. Spriter's initial atlas support will be to process, and display them, and save some small info into the export, but there have been several developers using Spriter with texture atlases in their projects. Until Spriter adds direct support, simpley have your runtime load the images from an atlas instead of a folder, after having packed them with another tool such as Texture Packer. The direct support will allow you to view the atlases in Spriter, but the final loading process at runtime will work basically the same. Quote Link to comment Share on other sites More sharing options...
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