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Messages - Sickwitit

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Support / Re: Pixel Tearing - How to change materials?
« on: August 27, 2015, 07:39:48 pm »
In your sprite collection settings, you can add new materials at the bottom. If you want light to respond, make a diffusive material, add it to the collection, then in the collection sprites, select the ones you want to change to diffuse material, change them. commit

Or do you mean dynamically?

2
Support / Re: Problem with tk2d custom box colliders not working
« on: August 27, 2015, 07:37:35 pm »
I've actually had this same issue. The reason is this. Once you change sprites, the box collider does not update along with the new sprite selection dimensions.

1. Select the correct sprite
2. Remove the box collider
3. Add new box collider

Now the box collider is updated to the new sprites dimensions.

3
Support / Re: Sprite Collections (Optimization techniques)
« on: July 07, 2015, 07:54:56 pm »
I'm back to this issue because I believe there has to be a workaround to this, wanted to check if it would cause issues in the future first.

What if I just build the large sprite collection with a BlendVertexColor shader applied, dice, which will result in a low memory usage. Then, after the game objects access the sprites in the sprite atlas, switch the shader to Sprites/Diffuse. Do you think this would cause any problems down the road? It would save me at least 17mb of space.

4
Support / Re: Sprite Collections (Optimization techniques)
« on: July 06, 2015, 06:30:21 pm »
Thanks for the great info. You are correct, they are actually background textures (pretty large), most having alpha holes. Great point on splitting the textures, but unfortunately, I can't split up the textures, due to early design decisions. Even with dicing it is 20mb. It's definitely the diffusive material applied to each texture causing the issues. Hmmm. I can work with 20mb, but now I know for next time to not create large textures with alpha holes that need diffuse shaders on them, lol?

Thanks.

5
Support / Re: Fastest way to load PNG assets?
« on: July 04, 2015, 06:29:22 pm »
Why not just create an object pool, load all your png assets into the object pool when the game starts, deactivate the objects , then just activate those objects when you need them, and deactivate when you don't, instead of trying to accessing your atlas constantly during runtime.

This may be trolling, but thought i'd give the quick fix suggestion.

6
Support / Sprite Collections (Optimization techniques)
« on: July 04, 2015, 05:12:26 pm »
I am faced with a bit of an issue with memory optimization using the tk2d sprite collection. Right now, I have a sprite collection that is fairly large (4096), that is 20mb large.

Every sprite in the sprite collection needs a diffuse material applied. Doing so, inhibits me from modifying certain sprite collection settings without destroying resolution quality.  But, When I take the diffuse material off of each texture in the collection, then apply a material with SolidVertexColor. I then modify the dice filter to transparent. Now, the total atlas size is only 3 mbs.

Besides the common optimization techniques as explained on your documentation, such as, lower dicing, force square, png atlas format, remove duplicates.. etc.. do you have any advice on lowering the atlas size, while keeping the diffuse material on the textures, reducing the memory size?

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