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Texturepacker last frame
Texturepacker last frame













texturepacker last frame

With this trim mode the polygon packer (see Algorithm selector) can pack the sprites even tighter than any rectangle-based packing algorithm. The sprite appears in the sheet as if it never had any transparency.Īpproximates the outline of the sprite using a polygon path. The position in the original sprite set to 0/0.

texturepacker last frame

The sprites appear to have the smaller size when using them. Removes the transparency around a sprite. This option might not be available in all frameworks. The position in the original sprite is stored. The sprites appear to have their original size when using them.

texturepacker last frame

Compress your sprite sheet and drastically reduce memory usage Increase frame. PVRTC2 with 4 bits per pixel, (PVR file only, no real-time preview available)ĮTC1 compression, no alpha channel (PVR / PKM file only)ĮTC1 compression, alpha channel only (PVR / PKM file only)ĮTC2 compression, no alpha (PVR file only)ĮTC2 compression, color+alpha channel (PVR file only)Ĭompressed with DXT1, 1 bit transparency (PVR file only)Ĭompressed with DXT5, transparency (PVR file only) Make animations to run smoother Save Memory. PVRTC2 with 2 bits per pixel, (PVR file only, no real-time preview available) PVRTC with 4 bits per pixel, no transparency, (PVR file only, no real-time preview available) PVRTC with 2 bits per pixel, no transparency, (PVR file only, no real-time preview available) PVRTC with 4 bits per pixel, (PVR file only, no real-time preview available) PVRTC with 2 bits per pixel, (PVR file only, no real-time preview available) Default, 4 bytes per pixel, 8 bits per channelĢ bytes per pixel, 5 bits per color channel, 1 bit transparencyģ bytes per pixel, 5 bits per channel, not supported on all platformsģ bytes per pixel, 8 bits per channel, no transparencyĢ bytes per pixel, 5 bits for red and blue, 6 bits for green, no transparency















Texturepacker last frame