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Author Topic: How to handle PVR compression with Sprite Collections  (Read 3872 times)

alex.seeck

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How to handle PVR compression with Sprite Collections
« on: January 13, 2015, 04:11:13 pm »
Referring to the FAQ here:

http://unikronsoftware.com/2dtoolkit/forum/index.php?topic=97.0

Is there any new approach to creating PVR compressed PNGs for a SpriteCollection?

And I would also want to know, how you manage to have the textures all in the same places from pvrtextool exports as with the 2D Toolkit SpriteCollection packing algorithm?

Thank's in advance

unikronsoftware

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Re: How to handle PVR compression with Sprite Collections
« Reply #1 on: January 14, 2015, 10:55:19 am »
No there isn't any new approach to this, theres very little need to do that nowadays - when that faq was written unity used an old version of pvrtextool that really sucked, but thats not the case any more. Just setting the texture to compressed will use pvrtc on platforms that support it.

If you want to handle this manually, you'll have to write your own workflow tools to detect changed atlases, recompress to pvr and then replace in the sprite collection. In tk2d 2.5, there is a callback when a sprite collection is successfuly built, tk2dSpriteCollectionBuilder.OnPostBuildSpriteCollection, that you can use to trigger your code.

alex.seeck

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Re: How to handle PVR compression with Sprite Collections
« Reply #2 on: January 16, 2015, 08:56:13 am »
Ok, thanks a lot