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Messages - Legna

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1
NGUI 3 Support / Re: NGUI 2 Atlas update behavior
« on: November 14, 2013, 03:55:50 PM »
Ho well, i found the solution after a day of searching.

I made another people to work on memory optimisation on IOS, and he packed many, many textures, changing the size and compression for nearly the whole project.

And the Atlas texture was packed to 1024x1024 instead of its original size 2048x2048.

That drove the atlas make totally mad about changing anything in a picture he did not created like that !
Totally understandable right ?

Hope it will help if someone encounter such behavior in the futur.

2
NGUI 3 Support / Re: NGUI 2 Atlas update behavior
« on: November 14, 2013, 02:35:41 PM »
I tried again this day after backing up again my project. I open atlas wizard, select my atlas, click on a texture in the project, click "add/update" and everything vanish but the new texture.

I tried to select again all the textures in another backup, they are all here, but missplaced and cut all over other textures when i select them in uisprite panel, i have half of a texture, half of a second and nothing is well set.

Thank you for your help, be sure i would not bother you if i did not already tested many way to find how to fix this...

3
NGUI 3 Support / Re: NGUI 2 Atlas update behavior
« on: November 14, 2013, 02:58:57 AM »
I have this problem since 2.5, i am actually in the last update of the 2.x line (yep, 2.7.0) and i still have the same problem.

The point is once i add a sprite, i click "add/update", and everything but the new sprite vanish from my atlas.

4
NGUI 3 Support / [SOLVED] NGUI 2 Atlas update behavior
« on: November 13, 2013, 10:05:19 AM »
Hello,

Since i updated to the two last version of NGUI 2.5+, i have a bug with atlas maker :

- If i try to add a sprite to my atlas, the atlas completely empty and only the new sprite is present.

- I tried to select ALL the pictures within the atlas, to "refresh" them and added the new picture. This end on an atlas with all the sprites referenced, but wrong in their position (as they moved, the atlas kept the old positions and some sprites are cut between two sprites).

Is there a way to update properly an atlas again ? Or am i either stuck with my old atlas or forced to destroy it, do it again and assign manually all my gui again ?

Thank you for your help.

[SOLVED] Changing atlas resolution is bad, m'kay ?

5
NGUI 3 Support / Re: [Solved] Need some help on ipad retina and fonts
« on: February 25, 2013, 03:34:51 PM »
Thank you, i hope it'll help someone with the same issue or motivate dev team to make an improved font managment for "readable" apps. Dynamic fonts in unity looks way better, but the drawcalls and the clipping support are a real issue.

6
NGUI 3 Support / Re: Need some help on ipad retina and fonts
« on: February 25, 2013, 04:23:05 AM »
Well, i finally put a 2px padding exporting my 80px font, used photoshop to uncrisp it with a gaussian blur of 1px.
I set "pixel perfect" to the 2D Cam with 1536px resolution, updated UIDraggablePanel to put the panel clipping only in an multiple of 2 pixel count while moving and made it use Recenter() after a momentum and spring to command UICenterOnChild.

I now have something readable and clear with no pixel lost while moving or at stop...

Thank you Nicky for your ideas and Arenmook for your mails.

7
NGUI 3 Support / Re: Need some help on ipad retina and fonts
« on: February 23, 2013, 11:41:07 AM »
An update message : i got better results with a 3d ui camera, but its still far to perfect.

Could an admin give me some support ? It would be cool, especially as the asset is not free, something else than "20x4 isn't 84" would be very welcome.

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NGUI 3 Support / Re: Need some help on ipad retina and fonts
« on: February 22, 2013, 10:46:19 AM »
Thank you for your help again Nicki, but i used UICenterOnChild to be sure the momentum will lead after movement to a rounded value.

I modified the UICenterOnChild working way to be called by the UIDraggablePanel only when momentum stops (and not at the end of drag action). The result is the clippling plane is well put at a rounded value, but i still have the glitch... (even before my modification)...

9
NGUI 3 Support / Re: Need some help on ipad retina and fonts
« on: February 22, 2013, 09:14:16 AM »
Well, no texture is mipmapped nore compressed. I tried different filter mode (point, bilinear and trilinear) and wrap mode. But i still have some issue on the S characters especially.

To be more explicite, the text is in a clipped panel (a copy of the demo given with ngui) and everything is a 1:1 size and placed on a integer of 2 local position. I use a UIGrid to place it perfectly (uigrid still place it in an integer position) with (or without for tests) a UICenterOnChld.

I tried differents version of BMFont (as i roamed the board to find a solution, i saw the admin said the 1.13 could have some problems) and different fonts. It still looks like if the first line of the texts, but only in certain cases, was missing.

As you can see on this screenshot, the bottom (and sometimes the upper) line is missing.



Thank you for your help.

10
NGUI 3 Support / Re: Need some help on ipad retina and fonts
« on: February 22, 2013, 07:46:35 AM »
I already  set the quality on high but I'll take a try with the map mapping.

Thank you,  I'll post the results.

11
NGUI 3 Support / Re: Need some help on ipad retina and fonts
« on: February 22, 2013, 04:37:53 AM »
Yeah, thanks guy for this obvious answer...  ::)

Whatever 80 (for 20px results) or 84 (for 21px), the font keeps glitchy when scrolling on ipad and so far you high mathematics skills does not help me in any mean...

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NGUI 3 Support / Re: Need some help on ipad retina and fonts
« on: February 22, 2013, 01:07:50 AM »
84 was a test for a 21 PX font size, but anyway any resolution was glitch in the clipped plane when sliding.

13
NGUI 3 Support / Re: Need some help on ipad retina and fonts
« on: February 21, 2013, 08:31:58 AM »
I did some more search, tried to get it nice, used high quality and such, but the text still looks not good.

Here's a screenshot of the result on ipad retina.

Thank you a ton for your help.


14
NGUI 3 Support / [Solved] Need some help on ipad retina and fonts
« on: February 21, 2013, 07:04:18 AM »
Hello,

I have a problem with the rendering of the fonts on an ipad retina.

I use an Helvetica font, and extracted it in many resolutions with BM fonts to try to get something nice (20 and 84 to get the .25 ration of the UD font).

When i try to use the font with an atlas which have pixel set to 1 (for the 20px font for SD) or .25 (for the 84px font for UD), with pixel perfect clicked, the font looks nice in the editor, but not when i launch the in unity.
So i tried to compile and run on ipad retina, and, in the 2 cases the texts looks like they where "chopped" at the top or the bottom of the letters.

Did i missed something ?

Thank you for your answer.

15
NGUI 3 Support / Re: Solved performance issue, but is there better ?
« on: January 05, 2013, 09:44:52 AM »
Amazing test, by disabling my anchor and my main panel who have only 50 tris and a bunch of widget, i reach 400 to 600fps...


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