2D Toolkit Forum

2D Toolkit => Support => Topic started by: NoradZero on October 11, 2014, 01:52:15 am

Title: Do we have control on the chunks saved by the tilemap editor ?
Post by: NoradZero on October 11, 2014, 01:52:15 am
Hi,

Do we have control on the chunks saved by the tilemap editor ? such increasing their size or reducing their size ?

Thanks!
Title: Re: Do we have control on the chunks saved by the tilemap editor ?
Post by: NoradZero on October 11, 2014, 02:52:13 am
Found it. Its Partition size. What nice with this is that it litterally can fix the lightning limit issue.  Because mesh are smaller and since the limit is 6 light per vertex shader per mesh. It make use of more lights per meters.  Offcourse, i don't recommand this for very large tilemap size. This could increase the draw calls severly. But for small scenes like in my project this was the fix.
Title: Re: Do we have control on the chunks saved by the tilemap editor ?
Post by: fallingbrickwork on October 11, 2014, 09:37:24 am
Sorry to jump into this thread but it is related...

I'm just wondering, under normal circumstances I.e not needing to change the partition size to combat lighting issues like you mentioned,  is there an optimal partition size  for  a tilemap size?
Title: Re: Do we have control on the chunks saved by the tilemap editor ?
Post by: unikronsoftware on October 11, 2014, 02:23:10 pm
Leave it at default sizes unless it becomes a problem. 32x32 was picked for a reason, when fully populated it is 2k triangles which was quite a decently large number considering it could be only partially visible. Eg. if you have 4 chunks partially visible you'll have 8k tris drawing. If you have 9, its 18k.