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Small improvement to README.md, also typo fixes.
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This is a texture packer engine module, for the Godot Engine.
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This is a texture packer engine module, for the Godot Engine.
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Internally it uses the legacy version of [rectpack2D](https://github.com/TeamHypersomnia/rectpack2D/tree/legacy)
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It can create texture atlases for you even in the running game.
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It uses the legacy version of [rectpack2D](https://github.com/TeamHypersomnia/rectpack2D/tree/legacy)
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It *should* work on all platforms.
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It *should* work on all platforms.
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@ -40,12 +42,12 @@ Supports filters, custom background color, margins.
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### The keep_original_atlases option:
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### The keep_original_atlases option:
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If you set this to true, and then add AtlasTexture(s), TexturePacker will change these ones (the ones you actually added)
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If you set this to true, and then add AtlasTextures, TexturePacker will change these ones (the ones you actually added)
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after the bake.
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after the bake.
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You can use this to bake gui textures together, without changing the resources everywhere at runtime.
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You can use this to bake gui textures together, without changing the resources everywhere at runtime.
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Think of rpgs, when you have a huge number of potential icons that the player can put on his or her actionbars.
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Think of rpgs, when you have a huge number of potential icons that the player can put on his or her actionbars.
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You can look look at Tales of Maj'Eyal or pretty much every actually complex MMORPGs as an example.
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You can take look at Tales of Maj'Eyal or pretty much every actually complex MMORPGs as an example.
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Note: Doing something like this in only recommended, if you can't pre-make the atlases (or it's really unfeasible), you are better off
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Note: Doing something like this in only recommended, if you can't pre-make the atlases (or it's really unfeasible), you are better off
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making the atlases yourself during development.
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making the atlases yourself during development.
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