![]() MipMapLinearLinear - Gets the two nearest mip levels, linearly determines the pixel color on each of them, and then linearly blends between the two.It performs significantly faster than the below option, but there are cases where it will look slightly blurry (when the nearest mip is kind of on the small side for what's on screen). This is most commonly used on mobile for smooth graphics, I think. MipMapLinearNearest - Gets the nearest mip level and linearly determines the pixel color.MipMapNearestLinear - Gets the nearest pixel from the two nearest mips and then linearly interpolates between them.MipMapNearestNearest - Won't look or perform better than nearest, and uses more memory.Nearest - this will look pixelated and I can't think of any situation where this would be the right choice for a min filter.You can choose one of the following for the Min filter, from fastest (and worst looking) to slowest (and best looking): Nearest will look pixelated when stretched bigger, and you would only want to use it if your are doing retro low resolution graphics, or drawing something pixel perfect. It's kind of a "gotcha", because some devices will just assume you meant Linear and fix it for you, so if you fail to test on a device that doesn't do this for you, you'll be unaware of the problem. There is no such thing as a mip-mapped mag filter, and on some devices that won't even work (you'll get pure black). If you are supporting multiple screen sizes (which you are if targeting Android), the Mag filter should always be Linear. Is there an agreed upon combination of these filters, or are they simply dependent on requirements? There are quite a lot of combinations to set for "min filter" and "mag filter" in the Packer, so don't want to keep randomly setting them until everything is smoothly resized and FPS is high again, without fully understanding what it is doing. Now we packed using "Mipmap, Mipmap", and our FPS went down to 30, but the textures are smoothly edged again. and when using "Nearest, Nearest", our FPS was fine at 60, but assets became pixelated. Currently we test on a Nexus 4 (1280x768 and TF201 Transformer Prime Tablet (1280x800 packing textures, with the TexturePacker, we're a bit confused about which combination of filters to use. We have a game world "grid" size of 1220 x 1080 (based on our Designer's photoshop designs). If you still getting this error after applying this code then comment below we will get back to you with the new method.Apologies as this is a common topic and haven't found a widely-agreed on solution. You just have to apply the suggested solution to your code and it will do for you. This is a common error many developers questioned us about it. How do I specify the input and output directories and the atlas file when running this with gradle? (Assuming the first two questions are solved.) How do I solve the dependency issue and the unable to resolve class. Where is the correct place for the texturePacker task? Which adle do I put this in? ![]() When I do so, I still get the same error. According to, I also need to add compile ":gdx-tools:$gdxVersion" to the root adle under the desktop project’s dependencies. Moving the texturePacker task to adle in the desktop project produces the same error. Unable to resolve class .texturepacker.TexturePacker TexturePacker.process(texturePacker, texturePacker, texturePacker) (Note that I am using Android Studio and its directory structure rather than Eclipse.) I first added the following to the Android Studio project’s adle: import .texturepacker.TexturePacker I am attempting to create a gradle task which runs TexturePacker according to the instructions here. All we need is a simple explanation of the problem, which is provided below.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |