2D Toolkit Forum
2D Toolkit => Support => Topic started by: jk9211 on March 25, 2016, 06:52:30 am
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Is there any way to check whether there is space in atlas to add a texture?
I'm trying to push textures and build sprite collections by script and I would like to split collections if it gets too big for my liking as I'm making a 2D game and there will be a lot of textures.
Last time i checked, all of multiple atlas in a collection are loaded into memory and that is not what anyone wants.
Is there a way to know this before trying to add to a collection? Thanks in advance ;D
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No there isn't, but you have the code if you want to poke around. You can run the atlasing to see if it'll fit before actually running the rebuild. I can point out what to look at if you want to try implementing this.
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Can you point me in the right direction?
I'm kind of stuck. Thanks XD
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The easiest way to figure this out is to step through the code.
In tk2dSpriteCollectionBuilder.cs, look for this line
tk2dEditor.Atlas.Builder atlasBuilder = new tk2dEditor.Atlas.Builder(atlasWidth, atlasHeight, gen.allowMultipleAtlases?64:1, allowFindingOptimalSize, forceSquareAtlas, allowRotation);
tk2d does a whole load of things to the sprites before putting them in the atlas, but all you'll need to care about is getting the padding correct for your sprite. .Build() will return != 0 if failed.