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LoadImage doesn't preserve image's size #21

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PhilipLudington opened this issue Aug 30, 2012 · 5 comments
Closed

LoadImage doesn't preserve image's size #21

PhilipLudington opened this issue Aug 30, 2012 · 5 comments
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@PhilipLudington
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I wrote a small tutorial with the goal of minimizing the steps need to get Futile up and running. So, I use the LoadImage method instead of taking all the steps need to set up an Atlas. In my example, the image is rendered distorted. Here's the tutorial: http://www.mrphilgames.com/futile-quick-start/ and here's the code: https://gist.github.com/3521647

@PhilipLudington
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Hmmm... looking at it closer, maybe I'm wrong. Perhaps Unity is doing it? Let me look closer.

@PhilipLudington
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My bad. It's Unity3D forcing my image into a power of two size. I had to set the "Texture Type" to "Advance" and then the "Non Power of 2" to "None".

@MattRix
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MattRix commented Aug 31, 2012

Yep, Unity will automatically force your texture to NPOT.

(and it's worth mentioning that it's highly recommended to use POT atlases instead, the difference in performance will be HUGE)

@PhilipLudington
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Yeah, I was just trying to make the tutorial as small and fast as possible. Then later they can explore issues like performance and Atlases.

@MattRix
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MattRix commented Aug 31, 2012

Cool, sounds good, thanks for making that tutorial!

On Fri, Aug 31, 2012 at 2:55 PM, Philip Ludington
notifications@github.comwrote:

Yeah, I was just trying to make the tutorial as small and fast as
possible. Then later they can explore issues like performance and Atlases.


Reply to this email directly or view it on GitHubhttps://github.com//issues/21#issuecomment-8201708.

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