2D Toolkit Forum

2D Toolkit => Support => Topic started by: etoreo on May 03, 2012, 07:29:47 am

Title: Large textures
Post by: etoreo on May 03, 2012, 07:29:47 am
I am new to 2D toolkit and I am having a problem with very large textures... I have a 1024x1024 texture that refuses to draw anything more than the 512x512 bottom left corner.

Is there something I have done incorrectly setting up the texture atlas?
Title: Re: Large textures
Post by: unikronsoftware on May 03, 2012, 07:42:08 am
I can't think of any reason for this to happen. Do you mean only a quarter of the texture is visible, or is the sprite the wrong size? What else is in the atlas and how big is it? Are the other sprites in there the Working properly?
Title: Re: Large textures
Post by: etoreo on May 03, 2012, 08:07:36 am
There are other sprites in the atlas, another one 1 is 1028x1028 and 4 others are 512x512.

Only a small part (512x512) of the two larger (1024x1024) textures are showing up.
Title: Re: Large textures
Post by: unikronsoftware on May 03, 2012, 08:11:10 am
Which version of 2d toolkit are you running? I will try to repro this.
Would it be possible to send a repro case to support at unikronsoftware dot com? That'll make it easier, if possible.
Title: Re: Large textures
Post by: etoreo on May 03, 2012, 08:29:24 am
1.60, the latest, just downloaded it tonight.

I need to go to bed and don't have time to put together a repo.  If you can't repo it, I can try to put one together for you tomorrow.
Title: Re: Large textures
Post by: etoreo on May 03, 2012, 09:51:50 pm
I feel a bit silly, but I think this was 100% user confusion... My excuse is that I was high on (legal) narcotics when I wrote my previous posts.

Sorry to bother you!
Title: Re: Large textures
Post by: unikronsoftware on May 04, 2012, 09:14:43 am
 ;)

What was it, if you don't mind me asking?
Title: Re: Large textures
Post by: etoreo on May 04, 2012, 07:29:54 pm
The texture was coming in just fine, I was just confused about which one I picked in the drop-down to be applied to the mesh.  Totally my fault.