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AssetManager problem #1080
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Maybe your file gui_1.xml have the wrong name in the imagePath
instead
|
esdebon, sorry! I'm confused trying to find the reason. I updated post with original problem: |
What's the trace output shown while the asset manager is processing the files? Is there anything suspicious? |
[trace] [AssetManager] Enqueuing 'gui_1.png' What about is this warning? If I use another scale (all image fit one atlas) - warning exist but all looks fine in game.(https://www.dropbox.com/t/OhzBqVXKzybmhCmE). |
Hm, I think that warning only means that too much of a certain texture will be displayed, so that's probably not it. What's really strange is that you don't get any null reference exception. If the textures couldn't be accessed, you'd definitely get some of those. Another question: if you set |
Only this: |
That's unrelated to this problem, but you should definitely enable "depthAndStencil" in your application descriptor, like here. As for our main problem, I'm slowly running out of ideas. 😕 |
Mystery thing! In my other project I have "gui_1" and "gui_2" files and have no such problems. Seems because combinations of file names and texture names inside spritesheets. UPD. "gui1" and "gui2" works fine two... |
This is really weird. I can't think of an explanation of this behavior right now; those names really shouldn't make a difference! However, I'm happy to hear that you found a workaround, at least – the most important thing is that you're not blocked by this! |
Hi!
UPD. Sorry about previous problem descr - I'm confused trying to find the reason. Here is original problem:
I noticed strange thing with my spritesheets.
I have 4 files created by TexturePacker:
And my game screen looks like:
Right version must be:
I noticed that all textures from gui2 atlas aren't visible.
Link to these files - https://www.dropbox.com/t/4nOMVUJb4960o8gg
Any ideas?)
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