Starling MovieClip frames don't fit into 2048. Multiple TextureAtlas for one MC?

I do a fighting game, so I have giant sprites (300px X 350px) with a lot of animation frames (~ 150 per character), so the maximum texture size of 2048 x 2048 will not correspond to all frames of the animation for the character. So, I need some TextureAtlases, right?

Do I have to worry about the costly replacement of GPU textures, then if I switch TextureAtlases to MovieClip?

To change the scope of the animation, would it be wise to create a manager to select the frame and atlas?

Or can you combine TextureAtlases so that one atlas stores several 2048 x 2048 sprite sheets?

How do you approach this?

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Daniel Sperl Starling:

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http://www.kickstarter.com/projects/539087245/spriter

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DragonBones (http://dragonbones.github.com/getting_started_en.html) .

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2048 x 2048? . , Starling 1.1 :

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, , , 4096 x 4096 8192 x 8192.

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hmm - I assume that using textures larger than 2048x2048 affects performance. And I would add that switching between textures of this size will also lead to performance hits. Have you studied the scaling of your texture assets and their scaling in the game?

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