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  LibGDX TextureAtlas - Again  (Read 625 times)
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Offline KudoDEV

Senior Newbie





« Posted 2013-08-27 14:44:44 »

So using TextureAtlas.addRegion(TextureRegion) won't reduce the number of texture binds?
Offline davedes
« Reply #1 - Posted 2013-08-27 15:19:24 »

Imagine TextureAtlas is a HashMap of <String, TextureRegion> pairs. Say you load a packed atlas with one 256x256 texture, which contains three named sprites. When rendering, you still only have a single texture.

Since it's a hash map, you can put another TextureRegion into the map by a String key. If that TextureRegion uses the same Texture object, then it won't result in any other texture binds. If, on the other hand, your TextureRegion uses a different Texture object, then it will lead to more texture binds.

Hopefully these articles will help clear the air regarding sprite batching and texture regions:
https://github.com/mattdesl/lwjgl-basics/wiki/LibGDX-Textures
https://github.com/mattdesl/lwjgl-basics/wiki/Sprite-Batching
https://github.com/mattdesl/lwjgl-basics/wiki/Textures

Offline KudoDEV

Senior Newbie





« Reply #2 - Posted 2013-08-27 15:22:18 »

I understand batching and binds. I just was not sure if TextureAtlas created merged textures. Thanks. TextureAtlas has no use for me then. Is there a way to merge textures, through code?
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Offline Cero
« Reply #3 - Posted 2013-08-27 15:41:36 »

I understand batching and binds. I just was not sure if TextureAtlas created merged textures. Thanks. TextureAtlas has no use for me then. Is there a way to merge textures, through code?
Yeah search for libgdx texture packer
Its just some lines of code

Offline KudoDEV

Senior Newbie





« Reply #4 - Posted 2013-08-27 15:52:21 »

I don't mean the LibGDX texturepacker. I mean as I load my textures I would like to merge them with textures that I have labeled part of a group. Because as I progress in my game I don't want to have to redo all the textures. I just label them part of a group in my game files and when the game laods it I want it merged with another texture loaded of the group. I have been using TextureAtlas.addRegion for this, but it does not reduce texture binds, as I now know.
Offline KudoDEV

Senior Newbie





« Reply #5 - Posted 2013-08-27 15:54:33 »

Nvm, I just decided to create a quick program that just recompiles my dat files and merges the pngs based on their group labels.
Offline cylab

JGO Ninja


Medals: 43



« Reply #6 - Posted 2013-08-27 17:58:46 »

actually the idea was to do what you want by integating the libgdx texture packer in your game...

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Offline davedes
« Reply #7 - Posted 2013-08-27 19:07:47 »

There is also PixmapPacker which can pack sprites during runtime.

Offline relminator
« Reply #8 - Posted 2013-08-28 11:38:33 »

Here's a texture packer based on blackpawn's heuristic:

www.rel.phatcode.net/junk.php?id=106

If you want to implement your own packer.
Offline KudoDEV

Senior Newbie





« Reply #9 - Posted 2013-08-28 19:56:55 »

Davedes that is exactly what I was looking for!
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