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If one uses tilesets with individual image files for each tile, like ground.zip
These image files have no representation (especially no filePath) in the ITileset or possibly Tile data structures. What is the recommended way of handling such use cases?
The text was updated successfully, but these errors were encountered:
This is currently an unsupported use-case. Normally you want to bundle images together on the same texture to make in-game rendering faster, hence why this has not been handled previously.
When you have a pre-processing step using this to automatically bundle images together this feature becomes more relevant. I do intend to support the entire Tiled spec though, so you can expect to see the missing pieces added in the near future.
Thank's for the info. So its more of a feature request for the future.
Regarding speed: For this use case I use 2d texture arrays (OpenGL) wich handle filtering on the tile borders and roughly the same speed as with one big texture atlas. But loading is probably still slower.
If one uses tilesets with individual image files for each tile, like
ground.zip
These image files have no representation (especially no filePath) in the ITileset or possibly Tile data structures. What is the recommended way of handling such use cases?
The text was updated successfully, but these errors were encountered: