-
Notifications
You must be signed in to change notification settings - Fork 335
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Save and Load Texture Atlas. #1233
Comments
To my understanding, this would also be useful for caching loaded or pre-generated textures on disk. Providing functionality around that would be very helpful for projects like Brett's or the ambitious terraria clone a user was discussing on discord. |
One challenge is: If you need the hit boxes for these textures that information will be lost. |
I'm pretty sure this is done now, I remember @einarf showing it working but I'm not sure exactly if it was fully added in or not. |
@einarf, do you have an update on this? I know you've been doing a lot of work on atlases, so if there are any other relevant issues, maybe link this in? |
There is a |
This code needs updating. I commented it out due to the pressure to get 3.0 out. It can be enabled and tweaked later. |
Save and Load Texture Atlas.
Offer a way to save a generated Texture atlas or part of one and have it be loadable later.
What should be added/changed?
A TextureAtlas.save() and TextureAtlas.load().
What would it help with?
Exporting games, and run speed since no texture writing needs to be done at run time.
A bonus benefit is sprites that are only ever on the GPU and their textures never need to be loaded.
Could be two parts. A png file and a Json file that could look like
The text was updated successfully, but these errors were encountered: