Texture Atlas
Texture Atlas Failure
04 April 2011

Recently I’ve found my sprite classes had serious speed issues, and were becoming cumbersome to work with. They were some of the first classes I wrote when learning Unity and JavaScript. So this weekend I replaced them with a new optimised sprite class. One class just over a page long. Much less code, much faster routines, easier to work with and now I have support for texture atlases with cropped sprites. Which results in using less textures, less materials and less draw calls. It also means I can now take data direct from Zwoptex which means my workflow is faster. All that is left is to create a lovely interface to open the Zwoptex XML data and input that directly onto my objects. That’ll likely wait, though.
The above image is the result of my new sprite class on the Night Monster, but without the settings quite correct.
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