![]() ![]() `Source Position X` and `Source Position Y` indicate the position offset of the trimmed image inside the original image from the top left corner. Namely `Source Position X`, `Source Position Y`, `Source Width`, `Source Height`. This feature introduces new fields for images in the atlas outline pane. Therefore only the editor and bob were modified to add the trimmed images support. The engine itself already has support for arbitrary vertex positions for each image which was introduced with the Sprite Trim Mode feature. Open a Command Prompt, and change to the directory containing Texconv.Texture sizes can be greatly reduced by trimming transparent pixels around the a … ctual sprite image. Feature Levesl 9.x), then in your TexturePacker project under Layout / Size constraints set it to "POW (Power of 2)" and do not use -m 1. If you do want mipmaps levels and want to support all feature levels (i.e. In most cases you won't need mipmap levels generated so specify -m 1 when converting the DDS. If using DDS rather than PNG and premultiplied alpha for your blending, you should leave the TexturePacker Premultiply alpha option unchecked and add the -pmalpha option to DirectXTex's texconv to get the premultipled alpha conversion as part of creating the DDS. You would use DDSTextureLoader instead of WICTextureLoader in this case. This will result in a larger DDS file on disk than a PNG, but will use less video memory when loaded. You can optionally convert the PNG to a DDS using DirectXTex's texconv tool or the Visual Studio texture content processor, ideally using BC2 or BC3 for runtime compression. If your minimum supported feature level is not 9.1 or 9.2, you can set it higher to make use of larger supported texture sizes for more efficient packing. The default Max size of 2048 x 2048 under Layout is suitable for all feature levels. For more flexible control over pixel format at runtime, you should convert to a. Due to limitations of the built-in Windows PNG codec, using other pixel formats does not reduce video memory usage only disk space usage. ![]() The default Pixel format of RGBA8888 is suitable for all feature levels, and will be loaded at runtime as DXGI_FORMAT_B8G8R8A8_UNORM. If you are using premultiplied alpha for your blending (the default for SpriteBatch), you should under Texture \ show advanced set the Premultiply alpha check box option. Note that you will not be making use of the '.cs' file TexturePacker generates as part of the "MonoGame" project type. txt that is defined as part of the "MonoGame" project. If you are making use of CodeAndWeb's TexturePacker tool, you will be writing out the sprite sheet texture as a PNG which you will be using at runtime along with the 'data file'. Sprites-> Draw( spriteBatch.get(), *frame, screenPos ) Sprites-> Load( texture.Get(), L"SpriteSheetSample.txt" ) Create an SpriteSheet helper class instance SpriteBatch = std::make_unique( context ) Hr = CreateWICTextureFromFile( device, L"SpriteSheetSample.png ", Create a texture using our sprite sheet The resulting sprite sheet is SpriteSheetSample.pngĪnd the resulting metadata SpriteSheetSample.txt This example uses a sprite sheet created from the content in the original C# XNA Game Studio SpriteSheetSample sample. void XM_CALLCONV Draw(DirectX::SpriteBatch* batch, const SpriteFrame& frame, Draw overloads specifying position as a RECT. void XM_CALLCONV Draw(DirectX::SpriteBatch* batch, const SpriteFrame& frame,ĭirectX::FXMVECTOR color, float rotation, DirectX::GXMVECTOR scale, Draw overloads specifying position and scale via the first two components of // an XMVECTOR. sourceRect,ĭirectX::FXMVECTOR color, float rotation, DirectX::XMFLOAT2 const& scale, rotated)Įffects = SpriteEffects_FlipHorizontally īatch-> Draw( mTexture. ![]() Void XM_CALLCONV Draw(DirectX::SpriteBatch* batch, const SpriteFrame& frame,ĭirectX::FXMVECTOR color = DirectX::Colors::White, float rotation = 0,ĭirectX::SpriteEffects effects = DirectX::SpriteEffects_None, f - pivotY) Ĭonst SpriteFrame* Find( const wchar_t* name) const y = static_cast( _wtof(str) ) įloat pivotX = static_cast( _wtof(str) ) įloat pivotY = static_cast( _wtof(str) ) įrame. Str = wcstok_s( nullptr, delim, &context) įrame. Wchar_t* str = wcstok_s( nullptr, delim, &context) Wchar_t* name = wcstok_s(strLine, delim, &context) Throw std::exception( "SpriteSheet failed to load. // // You can modify it to match whatever sprite-sheet tool you are // using // // This code parses the 'MonoGame' project txt file that is produced // by CodeAndWeb's TexturePacker. Void Load( ID3D11ShaderResourceView* texture, const wchar_t* szFileName ) ![]()
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