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92
votes

Give access to atlas png produced with sprite packer

2D

-

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There are some tools like ImageOptim, ImageAlpha and blurizer which let us compress and optimize size of png significantly. But there is no way to get access to the result atlas png. Would be great to have access to the file before it will be placed into resources to do some post processing.

Comments (5)

  1. 23a4af65ba211a14e8137f74252d514c?d=mm

    gametr4x

    Aug 27, 2015 19:53

    I totally want this. The main benefit to using the sprite system at all is not having to define the atlases until late into the project, which makes optimization a lot easier. Not having access to said atlases, however, makes it very hard to get proper PVRTC compression (we usually Solidify B + Dither for best results).

    So yes, access to atlas asset (BEFORE compression) would be amazing.

  2. Ae8ed44d931e3abe7fe67bcb3466b997?d=mm

    alex_exaltrix

    Aug 24, 2015 12:59

    With access to the atlas PNGs it would be also possible to make some custom processing on atlas pixels (most important: "color bleeding" for transparent pixels: making transparent pixels around sprites to have the same RGB values as border non-transparent pixels of the sprites - this is a great and simple way to get rid of border artifacts ("outlines") when rendering sprites downscaled)

  3. 8a5032cab003273803f039bdc743b66b?d=mm

    Graeme-Zengami

    Jul 09, 2015 09:30

    You do realise that png or any imported graphic file format is just an intermediate, they are converted to native texture format's, each target platform having it's own format.. PVR, DXT, etc. So nothing would be gained by this.. Apart from storage on host machine..

  4. 50b762891bb690c5aa4a80d291f1443b?d=mm

    vfxmaster

    Jun 04, 2015 16:02

    Agree.

  5. 974e8d967b416ae353162b6f52ff5da8?d=mm

    IvanVI

    Jun 04, 2015 15:59

    Agree. It will be useful feature

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