![]() ![]() Lastly a little trick that I have been sharing with some people lately: If you want to force some pixels to connect as one blob or pixel character e.g. It lets you extrude border pixels of sprites so that when you render them in hardware acceleration or with texture filtering bordering pixels are preserved at all costs even when the UV coordinates shift. This makes sense if your characters have a rather HD resolution or you have a lot of characters like eastern languages.Īnother new feature that was added to the sprite packer is the pixel extruding feature. I haven't tried kerning support yet in Starling myself but I have a hunch that it will work just fine □įor very big bitmap font input bitmaps I rewrote the whole bitmap font parsing part so that it supports multiple rows should you input bitmaps that exceed 8191 in width or height. I will update the documentation page soon with all the added dynamic variables for the output syntax. Kerning first=165 second=188 amount=-1īut of course this can be fully customized. It will store this information in the *.fnt format like this: This screenshot shows the green rays hitting the bitmap silhouette.īy averaging each side's rays lengths into a volume unit I can then determine the optical kerning as in volume that fits between character pairs.įor each of those kerning pairs it will determine a kerning offset on top of the regular kerning distance. The 3rd variable is the kerning rays value which determines how many rays should be cast for each bitmap character. If 2 characters don't seem to kern at all in your preview window you can add them in this list separated by a space character. I have about 500+ kerning pairs added as a default which I got from a typography website. In the settings panel you can define whether you want to build the kerning pairs. I am actually quite proud of how this now works with its all automated optical kerning with quite nice results. You still have to parse the color and alpha channel, merge it into a RAW bitmapdata and then upload it to the GPU. I still can't believe that this thing exists but it's reality.įor Bitmap Font set txtAutoSpaceValues=false + set some yes its just about reducing the filesize, not the GPU memory. I think there is a bug that brakes stacked sprites(I've contacted author about it) so you need to manually fix this. To use SpritePacker with Starling use this fileFormatLoop: Extract SWF - flash animations into textures and xml.Bitmap Font - create beautiful Photoshop fonts and pack them as fnt data.Extract Tiles - cuts screen into map tiles.Extract Sprites - magic extractor of those ripped sprite sheets.Pack Sprites - crops transparency, smart power of two.Basically it's has functionality of TexturePackerPro + lots more + it's free. ![]()
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