Let me start by saying I really love 2DToolkit and the level of support you're providing. Very professional!
I'm recommending your product to anyone who asks.
I hope your UI will be done in time for my next project, because I'm definitely switching
Questions/issues:
1. Dicing
I've been trying to use dicing on my sprites to maybe try to reduce some atlases a bit.
a) What exactly do numbers Dice X and Dice Y mean? Default has Y set to 0. I browsed forum and docs a bit, but couldn't find clarifications
b) When I dice my sprites, at some zoom level I start getting artifacts (black lines separating quads in the sprite) and this makes dicing unusable in my product ATM. Is there any way around this? I had similar issues with tilemap, but setting padding extend to 4 pixels solved it. How can I solve this for dicing?
2. Sprite transparency/texture compression
I'm kinda new to mobile development and recently I got boggled down in texture compression formats. Turns out that only compression widely supported on Android devices is ETC1. However ETC1 doesn't support Alpha channel. This is a big problem for using sprites, because ALL my sprites use transparency (I could get away with only fully transparent or fully opaque pixels).
This makes RGBA16 more or less the only viable texture format for Android and it eats up ton of memory since I use a lot of animated sprites.
Is there a way around this? Is there some automatic way for tk2d to handle workaround for ETC1 textures? (I read about 2 separate textures; one containing sprite and one containing alpha)
Is it possible to have a shader which would make only pure black or pure white pixels transparent? This would work for those who don't need partial transparency.
Any other generic suggestions on ways to handle this?
Thanks,
Sasa
p.s.
We have been using 2DToolkit for our main game engine and I'll post our Beta in Showcase soon