But why should I use iPhone Development workflow? Why should we use Texture packager and tools alike to export all our swf animations to huge bitmap called TextureAtlas?
Is this Flash way?
Why should I load 2.28MB picture in memory for 20 frames instead 30KB something swf or swc? What about if I want to scale it. Should I create and load Atlas for every size I've.
What about if I embed swc or swf with animation vector data and use it to create texture's bitmap data when ever I need and with size I need. I've develop this logic for AnimatedClip and can be 99%(*) applied with Starling.MovieClip too, so would be good to check my previous post.
(see embedded CreatureRageMode.swf and included CreatureNormalMode.swc)
public static function getMovieClipTextures(name:String,preserveColor:Boolean=false,processFilters:Boolean=true):Vector. { if (sTextures[name] == undefined) { var data:*= new Assets[name](); _stage.addChild(data); sTextures[name] = generateTextureFrames(data); _stage.removeChild(data); } return sTextures[name]; }
Standard 2D MovieClips are added to stage, frames converted to Textures and removed. Textures are used for creation of Starling.MovieClip.
*as you can see Starling.MovieClip should be tweaked for pivots and using different size bitmaps in different frame.
Source: download
Hi Alex, nice solution! There's also the Dynamic Texture Atlas Generator, a Starling extension I made some months ago.
ReplyDeletehttps://github.com/emibap/Dynamic-Texture-Atlas-Generator
Cheers!
Thx. Great extension too.
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