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Messages - robinouu

Pages: [1] 2
1
Support / Re: Gaps on screen
« on: November 23, 2014, 03:19:02 am »
It's finally working =) Copying the edge pixels is the right way to do.

Thanks for your help!

2
Support / Re: Gaps within tk2dStaticSpriteBatcher
« on: November 22, 2014, 11:49:00 am »
I did not add a black border, the source image is the attached image in the above post.
I implemented your solution at author time (in our custom editor).

With 1 pixel padding between sprites :


The spritesheets are then loaded into Unity3D, but the gaps subsists.
What am I doing wrong ?



i added transparent borders between sprites, but now i have to fill them the same color as the last pixel of the sprite ?

3
Support / Re: Gaps within tk2dStaticSpriteBatcher
« on: November 21, 2014, 09:52:00 pm »
Here is the repro case : REMOVED LINK
Use the horizontal or vertical axes to move around.

Thank you for your assistance.

4
Support / Re: Gaps within tk2dStaticSpriteBatcher
« on: November 21, 2014, 08:46:45 pm »
I still have gaps with float coordinates.
What is the algorithm for duplicating the last pixel, I don't understand.

If I can't find out, I will reproduce the problem with a minimal code and post it here.

5
Support / Re: Gaps within tk2dStaticSpriteBatcher
« on: November 15, 2014, 09:05:10 am »
I implemented your solution at author time (in our custom editor).

With 1 pixel padding between sprites :


The spritesheets are then loaded into Unity3D, but the gaps subsists.
What am I doing wrong ?


6
Support / Re: Gaps within tk2dStaticSpriteBatcher
« on: November 14, 2014, 09:49:02 pm »
I added the feature by code but gaps are still here...
I need to add the texture dynamically, I can't assign it by the tk2d spritesheet editor

Some ideas ?

7
Support / Re: Gaps within tk2dStaticSpriteBatcher
« on: November 14, 2014, 08:33:09 pm »
I have to do it by code, because we use a custom editor for tile mapping and creating atlases :P

8
Support / Re: Gaps within tk2dStaticSpriteBatcher
« on: November 14, 2014, 05:50:10 pm »
Hum... How do I do it ?
If I understand correctly, I have to make an extra padding of 1pixel between each sprite in my custom atlas ?

(Seems to be an issue with Unity3D, not specifically tk2d)

9
Support / Re: Gaps within tk2dStaticSpriteBatcher
« on: November 14, 2014, 12:04:14 pm »
We do not use the sprite collection editor, because we nedd dynamically loaded textures (using tk2dSpriteCollectionData.CreateFromTexture)
Is it possible to do this kind of padding by code ?

10
Support / Re: Gaps within tk2dStaticSpriteBatcher
« on: November 14, 2014, 11:36:59 am »
We use the orthographic projection.
I tried to change the generated texture to Point, and to modify camera override autoscale, without success

11
Support / Re: Gaps within tk2dStaticSpriteBatcher
« on: November 13, 2014, 10:44:26 pm »
I could not find a way to solve this gaps problem.
I though it was related to the player position, but even with int positions i have these gaps.

The sprite collections are generated dynamically from texture.


What can I do to prevent it ?

12
Support / Re: Gaps within tk2dStaticSpriteBatcher
« on: February 04, 2013, 10:44:51 pm »
I dont' know why but using power of two texture did the trick...
I have checked all the texture importer yet, but Unity3D is apparently performing (and forcing) some kind of interpolation internally. 

Very strange.

13
Support / Re: Gaps within tk2dStaticSpriteBatcher
« on: February 04, 2013, 06:10:28 pm »
So, i have made a few test, without using the WWW method, but just the same original Texture2D (NPOT/RGBA 32-bits/120x60/PNG/filter point) :

using the tk2d editor :


using tk2dSpriteCollectionData.CreateFromTexture :


I could not find any solution. I first though that there was an issue with the PNG alpha channel, but it is really not.

14
Support / Re: Gaps within tk2dStaticSpriteBatcher
« on: February 04, 2013, 01:42:41 pm »
I noticed also that my texture is badly rendered using the above code (with point filter mode), there are some strange semi-white borders around the palm tree, as you can see
I tried the same with the basic workflow (manually adding the texture to a sprite collection) and they disappear...

Is this related to the fact I am loading the texture with WWW ?

15
Support / Re: Gaps within tk2dStaticSpriteBatcher
« on: February 03, 2013, 07:58:43 pm »
Oh my mistake. I was using 0.00x coordinates to move the camera. Everything is OK with 0.0x floats and texture.FilterMode to Point.

Thanks for your assistance !

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