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  Creating smaller textures out of spritesheet  (Read 1751 times)
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Offline zlandorf

Junior Member


Medals: 1
Projects: 1



« Posted 2011-03-31 13:57:18 »

Hi everyone,

I was wondering, is it best to keep one big spritesheet texture and to map the texture accordingly or to create a texture per subimage ?

Thanks
Offline kevglass

JGO Kernel


Medals: 120
Projects: 23
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #1 - Posted 2011-03-31 13:58:04 »

One big spritesheet texture. Less binding.

Kev

Offline zlandorf

Junior Member


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« Reply #2 - Posted 2011-03-31 14:19:15 »

Is the binding that bad ?
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Offline Nate

JGO Kernel


Medals: 145
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Exp: 14 years


Esoteric Software


« Reply #3 - Posted 2011-03-31 22:44:51 »

Like anything else, it's not bad (ie slow) until it's a problem.
http://code.google.com/p/libgdx/wiki/TexturePacker

Offline zlandorf

Junior Member


Medals: 1
Projects: 1



« Reply #4 - Posted 2011-03-31 23:10:32 »

The link convinced me. I wasn't aware the texture binding was considered as "expensive".

Thanks a lot to both of you for the replies Smiley
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