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OverviewFelgo 3 Support (Qt 5) › Minor improvements for texture packer integration/docs

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  • #17263

    Marcin

    Hello Felgo,

    I am using now texture packer and I think I will never go back to old way “doing things”.
    It saves so much time that is a no brainier to use it at any stage of the project, imho.
    Especially when you work with external graphics designer.

    Have few questions:
    1.
    When I set invalid source value to json file or put not existing frame name(TexturePackerSpriteVPlay etc) Felgo nicely shows me the error.
    The issue is with  multiple warnings in the log it’s really hard to track it in bigger app.
    Probably you don’t want this to be exception to not stop the app completely?
    That’s why it is just a warning.
    Still, somehow it is time consuming to find these warnings among tens of lines of logs/other warning which are not important.
    Is there a way to separate somehow these kind of warnings?

    2.
    It’s not a big issue but your documentation in https://felgo.com/doc/howto-texture-packer/#texturepacker  is a little out of date in few places.
    The GUI in texture packer looks a little different in few places.
    You can still figure it out what is where no problem, but some things are not there any more. For example autoSD option, I think.
    Is there a chance to upgrade the docs and at least delete not used elements?
    Still, not a big issue since you can go to texture packer website or read docs/tool tips in the GUI.

    3.
    If I use too big texture size I get an exception. Is there a way to expose the variable/value responsible for this parameter on Android and iOS?
    That exception breaks the app but would be nice to be able to detect it before and maybe do something with it.
    Stopping the app is never a good idea 🙂

    #17282

    Günther
    Felgo Team

    Hi,

    it is not possible to separate different warnings depending on where they come from at the moment. Having a close look at the Log Output is the best way of finding out what’s going wrong in case of an issue.

    We’ll have a look at updating the texture-packer docs – thanks for the hint!

    As mentioned in the texture-packer tutorial, the best texture size is 2048×2048 to support a wide range of devices. There’s no variable within Felgo that handles the texture size limit, as this depends on the actual device the app is running on. Instead of using a bigger image, we recommend to use multiple texture-packer images instead with maximum size of 2048×2048.

    Best,
    Günther

     

    #17301

    Marcin

    Hi Günther,
    Thank you for all the answers.
    In general understand everything.

    Want to clarify something for point 3 and max texture limit.
    At current stage I have some animations with 60 fps, the main character in one animation, and in hd2 it goes easily beyond 2048×2048.
    Maybe later with optimization we will go with smaller graphics/fps but, as of now, I won’t spend too much time on it.

    I tried using “Multipack” option in Texture packer and it looks it works.
    So Felgo implementation support Multipack, right?
    In my case for example, HD used only one json file where hd2 needed 2.
    I set still only the source link to first json file, but in hd2 everything still worked fine, I think.
    I assume “Multipack” is supported and Felgo switches automatically to second json file when used file from that file.

    PS. If that’s the fact maybe would be worth to add short info about “Multipack” option to docs.

    #17351

    Günther
    Felgo Team

    Hi Marcin!

    I think we do not support the multi-pack option at the moment. Are you sure it worked with the multi-packed hd2 version?

    Best,
    Günther

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