*/ĬCSpriteFrame *frameWater = [frameCache *texWater = frameWater. The sprites.json file is the command line configuration the project will use. In the Assets folder you will find a sprites.json file and sprites folder. Zwoptex use to create sprite sheets in just a few clicks. Assets folder contains our sprite sheet assets zwoptex-cocos2d folder contains our project source code Command Line Integration. * You may need to use frameFire.rectInPixels and frameFire.rotated for the texture coordinates. Open the zwoptex-cocos2d.xcworkspace Setup Folders & Files. GlBindTexture(GL_TEXTURE_2D, texFire.name) Here are my 'like to have' features: (1) Id like to point it at a directory, yell 'GO' and let it work out generating multiple textures for me if necessary. Im looking for a good tool for texture packing. [frameCache *frameFire = [frameCache *texFire = frameFire.texture Most of the texture packers Im running into (Zwoptex. You can get CCTexture2D instance from CCSpriteFrameCache with zwoptext plist. It returns immediately CCTexture2D instance if the specified file is already cached. Also, of course, CCTextureCache always caches textures. You must not use OpenGL ES API such as glTexImage2D or so forth. Zwoptex is an innovative tool that offers you to create unlimited sprite sheets with a couple of clicks. It is easy to use for loading OpenGL texture. copy of this software and associated documentation files (the Software). TexturePacker 7.0.2 Fixes: Loss of pivot point positions when opening old. Contribute to zwoptex/zwoptex-cocos2d development by creating an account on. You can download older versions from here if you have a valid license. Why do the examples do addImage: it's because it's not added two times? TexturePacker 7.0.2 - Download for Windows, macOS and Linux TexturePacker Releases This page contains a list of all releases of texturepacker. I strongly recommend you to use TexturePacker to create texture sheets. I guess I will consider switch to use this program. Anyway I tried using that NPOT spritesheet generated with TexturePacker, and theres no pixel bleeding whatsoever. Please take a look at " How to Create and Optimize Sprite Sheets in Cocos2D with Texture Packer and Pixel Formats". Generating multiple resolution spritesheets with Zwoptex especially smaller scale size (12.5), it turns out that the resolution is not POT and TexturePacker detects this. Should I create a zwoptext with them? If so, how?Ī texture sheet might improve the performance for rendering, because it would not change OpenGL ES state (binding textures). When Zwoptex files are saved in the uncompressed zssxml format, many of the characters are unreadable when the file source is viewed in Xcode. If I am going to have more than a particle system with different textures.
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