Coming Soon (?): Automated Texture Packing and Nearest Neighbor Filtering

adent42adent42 Key Master, Head Chef, Executive Chef, Member, PRO Posts: 3,252

Because I literally just finished it two nights ago and haven't had a chance to test it more thoroughly (because I was finishing up Diablo IV), it's not ready for the public yet.

But I just added two things I've been meaning to add for ages to the engine:

  • Automated Texture Packing - Packing smaller images into a single texture atlas during runtime.
    • Don't have to worry about power of 2 image memory bloat for smaller images.
    • More efficient as we aren't transferring or swapping out lots of images
    • Makes it easier to support sprite sheets and sprite maps in the future!
  • Nearest Neighbor Filtering
    • Pixel art can stay pixel art without you manually scaling it! So you can use smaller images!

These were deep engine changes so I've been hesitant to take them on, but finally got around to getting them in. If you have a game with either lots of small images or have some pixel art you want to send to me to test out, DM me!

Comments

  • ArmellineArmelline Member, PRO Posts: 5,414

    Nearest Neighbor Filtering

    Sounds amazing! I work fairly frequently with a pixel artist so I've asked him to export a few at "native" size. I'll pop a sample project together and send it over for testing!

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