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Messages - xod

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NGUI 3 Support / Re: Sprite Atlas Broken on IOS (Fixed)
« on: October 06, 2014, 11:51:27 PM »
Your scenario is flawed.

I dont care about full screen textures. I dont care about rectangular textures. I dont care about odd pixels dimensions. I care about all the sprite coordinates getting messed up when using alternate mip levels of a 4096x4096 texture because all your code uses pixel coordinates.

Packing textures at max res is a great idea, because devices that can handle those size textures look immaculate. Saving sprite coordinates in pixels instead of UVs is flawed because it means you cant upload different texture mip levels (whether they be generated online or offline) for lesser devices without having to recalculate everything.

In mobile development this is a massive, massive flaw. I have written texture packers before for a couple of different companies, and its not a difficult task at all, so I'm not sure why you are so resistant to it.

If you are point blank not going to do it for whatever reason, could you at least point me in the right direction to modify the NGUI source code so that it does what we want?

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