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  Creating smaller textures out of spritesheet  (Read 2355 times)
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Offline zlandorf

Junior Devvie


Medals: 1
Projects: 1



« Posted 2011-03-31 11:57:18 »

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 Spiffy Duke »


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Coder, Trainee Pixel Artist, Game Reviewer


« Reply #1 - Posted 2011-03-31 11:58:04 »

One big spritesheet texture. Less binding.

Kev

Offline zlandorf

Junior Devvie


Medals: 1
Projects: 1



« Reply #2 - Posted 2011-03-31 12:19:15 »

Is the binding that bad ?
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Offline Nate

« JGO Bitwise Duke »


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Esoteric Software


« Reply #3 - Posted 2011-03-31 20:44:51 »

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 Devvie


Medals: 1
Projects: 1



« Reply #4 - Posted 2011-03-31 21:10:32 »

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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