![]() ![]() Some Old Devices are unable to handle images over 1024px so 1024 is my max image size.16px as I rarely use images less than 16px.This means the nearest pixel will be used when using images at non native scales. I use RGBA to keep alpha channels and 8888 to store higher quality images.Settings and explanations as why I have used them. These setting have duplicate padding and edge padding which helps reduce texture artifacting with tiled maps. Texture Packer Settingsīelow are the settings I use when packing my images. Once you load the image atlas you have all your images loaded and ready for use. Another reason to use the texture packer is that it keeps all your images in one accessible place. Loading 200 small images would take a lot of processing time whereas loading 1 image and using portions of that image would use a considerably smaller amount. The main reason to use a texture packer is that loading individual images is expensive. ![]() This means you can get your artist to draw each image separately and add them as they are created. The Texture packer can be used from the command line or from in your project but I recommend using the GUI version and packing your images externally and adding the final packs to your project manually. There is a GUI version which is provided by and will be used in this tutorial. The Texture packer is a class provided by LibGDX which can be used to pack a group of images into a single larger file, or multiple larger files depending on how many images you have. ![]()
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