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Support / Re: Runtime sprite generation from texture, Behaviour and Performance
« on: December 04, 2013, 01:41:04 pm »We happen to also be building a mobile card game using Tk2D
Trying to lump card textures together into a tk2d sprite collection likely isn't the best option (as you've noted) - you'd be loading in the atlas for mostly a single card.
We've gone down the route of an atlas-per card - which ups your draw calls since you won't be able to effectively batch them - but if we're talking about 40 draw extra calls for 40 cards, its probably fine unless you're targetting ancient hardware
It's probably wise to do the atlas generation offline rather than trying to do a .CreateFromTexture at runtime.
Have you solve the problem?I also have this problem,can you help me ?thank you