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« on: April 20, 2012, 04:30:37 am »
If there anyway to be able to use dicing but with multiple atlases as well?
For example I have a 450x800 sprite (Android screen size) as my backdrop. Looks ok in Windows or on Mac.
But when I compile on handhelds the sprite goes all pixelated. Looks ok on iPhone4 but earlier iPhones/iPad etc it doesn't look right, big or obscure texture sizes causes the textures to get automatically scaled down and look worse.
If I chop a 256x256 segment out of the backdrop and put that on screen, everything is fine. With your library, you can dice individual sprites into smaller chunks, but only on the same atlas and texture sizes that are smaller than the maximum texture size of the atlas.
I could fix this manually and chop up all my backdrops into 256x256 and create multiple sprites, but it takes time, and then becomes difficult to edit the gfx later since they are all in pieces.
What would be useful is being able to automatically chop up this large image into 256x256 (or however much you specify) and then when you click "Commit" it automatically creates multiple atlases until it has finished.
Is this feature possible, or maybe could be added a future release? Would be very handy for mobile developers not having to worry about texture sizes.