Author Topic: Using 2D Toolkit (TK2D) Atlas in NGUI  (Read 6913 times)

camelord

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Using 2D Toolkit (TK2D) Atlas in NGUI
« on: June 21, 2015, 03:48:13 PM »
Hi,

i have some very big atlas files (multiple with 16 MB) due to very big images in my game..
NGUI doesn't support that very well, but 2D Toolkit has cool options like dicing or even allowing PNG Format!!
This reduces the size extremly!

But how can i use a tk2d atlas with scenes made completly with NGUI (and its camera)?

--
camelord

ArenMook

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Re: Using 2D Toolkit (TK2D) Atlas in NGUI
« Reply #1 on: June 21, 2015, 08:21:23 PM »
I can't help answer a question related to a completely different package, but I will tell you this: reducing texture memory on disk is irrelevant. When your texture is used in the game it will still use the full amount of GPU memory, regardless of whether it was a JPG, PNG, or PSD. Memory = Width * Height * 4.

P.S. NGUI's atlas texture already is a PNG.

camelord

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Re: Using 2D Toolkit (TK2D) Atlas in NGUI
« Reply #2 on: June 23, 2015, 02:26:39 PM »
ok - thanks for the hint!
But how would you proceed with large fullscreen images for the iPad retina e.g.?
Are there always big IOS images now? I speak of nearly 500 MB, when installed (not the AppStore download size)

camelord

ArenMook

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Re: Using 2D Toolkit (TK2D) Atlas in NGUI
« Reply #3 on: June 25, 2015, 07:53:25 PM »
"are there always big IOS images now" <-- not sure what you mean by that.

There are various techniques for saving disk space (not memory!), such as using compressed textures and splitting RGB from alpha, storing them as separate textures. None of this is in the scope of NGUI.

camelord

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Re: Using 2D Toolkit (TK2D) Atlas in NGUI
« Reply #4 on: June 30, 2015, 04:03:51 PM »
ok thanks.. so the game will get big.
thanks anyway!