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Gdx texturepacker
Gdx texturepacker










There are four additional constructors, with the same meaning of those already described but with the difference that as a first parameter they take a FileHandle: */ SVGTexture ( String internalPath, int width, int height, SVGColor clearColor, boolean dilateEdgesFix ) Is applied, and the texture minification/magnification filtering is set to If the 'dilateEdgesFix' flag is set to false, no additional dilate post-filter pixels with alpha component = 0): suchįlag will induce TextureFilter.Linear minification/magnification filtering. Perform a 1-pixel dilate post-filter this dilate filter is useful when the If the 'dilateEdgesFix' flag is set to true, the rendering process will also */ SVGTexture ( String internalPath, int width, int height, SVGColor clearColor ) /* */ SVGTexture ( String internalPath, int width, int height ) /*īefore the SVG rendering, pixels are initialized with the given 'clearColor'. Size of texture is specified by the given 'width' and 'height'.īefore the SVG rendering, pixels are initialized with a transparent black. The size of texture is determined by the width and height values of the if the outermost element does not have 'width' and 'height' attributes, if the outermost element has 'width' and 'height' attributes, such Size of the texture is derived from the information available within the SVG file: With the term "internal", it's intended those read-only files located onįor more details about libGDX file handling, please refer to the official Generate a texture from the given "internal" SVG filename. Compared to the base class, SVGTexture does not expose additional mathods, but just a bunch of new constructors, specifically designed to provide SVG content: pixels) is created by the rendering of an SVG.

gdx texturepacker gdx texturepacker

Therefore SVGTexture is a Texture whose content (i.e. SVGTexture class extends the libGDX Texture class. Here’s a list of classes exposed by the libGDX binding: In particular, the libGDX binding of AmanithSVG API consists of the extension of some libGDX classes, by using the higher layer Java binding already discussed here. sprites), so AmanithSVG is a complementary extension that could be well integrated within the current libGDX API. The whole libGDX graphics stack is based upon bitmaps (i.e. The goal of the project is to assist the developer in creating games/applications and deploy to desktop and mobile platforms without getting in the way and letting you design however you like. Fixed the app freezes during the packing process on macOS.LibGDX is a light, free, open source cross platform game development framework.Fixed the input file absolute path sometimes is displayed wrong when the project is saved to a deeper directory hierarchy than the source images.Fixed crash when a project fails to load on startup.Fixed KTX(ETC1/ETC2) compression fails with NPE.Fixed the main application window sometimes doesn't appear on startup on macOS devices.General project save/load errors now gracefully handled and a crash log is available.Old PNG8 compression is replaced with anim8-gdx implementation.The app now forbids writing output atlas files to any directory matching the input files/dirs to avoid accidental source image files rewrite.Support for the new (LibGDX 1.9.13) texture atlas format.Support for Basis Universal super-compressed atlas textures.Along with many fixes, the new release brings an exciting feature - support for Basis Universal supercompressed GPU textures as an export file type.












Gdx texturepacker