javascript,textures,sprite,game-engine,texturepacker
Sorry for the inconvenience. Please open TexturePacker's preferences from the menu. Press "Reset all". This should fix the issue. In case it does not work don't hesitate to contact me via mail: support at codeandweb.com ...
java,libgdx,filtering,isometric,texturepacker
Turn on the premultiplyAlpha option in TexturePacker and set setBlendFunction.(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA) on the SpriteBatch. This should get rid of the flickering black fringing. Basically, when using linear filtering, when the sprite's edges don't exactly line up with the pixels on the screen, the color of the pixel is linearly sampled...
Perhaps I've misunderstood your question, but you could just use texture packer twice, once with each set of sprites. Then you know which sprites will be in which png
in Googling u will get. i got this link:- http://gamedev.stackexchange.com/questions/69519/how-can-i-batch-convert-texturepacker-pvr-ccz-files-to-png its worked fine also.. Simple command in terminal will help:- TexturePacker filename.pvr.ccz --sheet filename.png --data dummy.plist --algorithm Basic --allow-free-size --no-trim ...
unity3d,uibutton,texturepacker
You don't need TexturePacker to create a button. Unity has a SpritePacker that handles all the texture packing. To create a button select GameObject > UI > Button and in the Inspector View drag in your texture. And take a look at this Introduction Tutorial from Unity: http://unity3d.com/learn/tutorials/modules/beginner/ui/ui-button...
cocos2d-iphone,artifacts,texturepacker
Yes it was the settings in texture packer after a few changes in the settings they now seem to load fine. with no artifacts use pre multiple trim not crop and give a little more inner padding hope it helps someone else (since it was driving me a little crazy)...
As @noone said, packing all sprites of different resolution sizes into one TextureAtlas destroys the meaning of an atlas. I mustpack one atlas for each resolution. But the problem is how to do it automatically? After seeing that TexturePacker settings does not allow this, finally I have to modify the...
TexturePacker automatically puts the extension defined by settings.atlasExtension (".atlas"). Change this settings or change the value of Constants.TEXTURE_ATLAS_OBJECTS variable to "canyonbunny.pack.atlas"....