Create a texture atlas from a texture and atlas data. The second argument typically points to an XML file.
The base texture that makes up the atlas.
Adds a named region for a SubTexture (described by rectangle with coordinates in points) with an optional frame.
Disposes the atlas texture.
Returns the frame rectangle of a specific region, or null
if that region
has no frame.
Returns all texture names that start with a certain string, sorted alphabetically.
Returns the region rectangle associated with a specific name, or null
if no region with that name has been registered.
If true, the specified region in the atlas is rotated by 90 degrees (clockwise). The SubTexture is thus rotated counter-clockwise to cancel out that transformation.
Retrieves a SubTexture by name. Returns null
if it is not found.
Removes a region with a certain name.
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A texture atlas is a collection of many smaller textures in one big image. This class is used to access textures from such an atlas.
Using a texture atlas for your textures solves two problems:
By using a texture atlas, you avoid both texture switches and the power-of-two limitation. All textures are within one big "super-texture", and Starling takes care that the correct part of this texture is displayed.
There are several ways to create a texture atlas. One is to use the atlas generator script that is bundled with Starling's sibling, the Sparrow framework. It was only tested in Mac OS X, though. A great multi-platform alternative is the commercial tool Texture Packer.
Whatever tool you use, Starling expects the following file format:
Texture Frame
If your images have transparent areas at their edges, you can make use of the
frame
property of the Texture class. Trim the texture by removing the transparent edges and specify the original texture size like this:Texture Rotation
Some atlas generators can optionally rotate individual textures to optimize the texture distribution. This is supported via the boolean attribute "rotated". If it is set to
true
for a certain subtexture, this means that the texture on the atlas has been rotated by 90 degrees, clockwise. Starling will undo that rotation by rotating it counter-clockwise.In this case, the positional coordinates (
x, y, width, height
) are expected to point at the subtexture as it is present on the atlas (in its rotated form), while the "frame" properties must describe the texture in its upright form.