dearcj Posted March 9, 2017 Share Posted March 9, 2017 Hi I'm trying to build game with Tiled editor I just made my own parser of Tiled leves, for sprite drawing I used TilingSprite class But its like really slow. Small tiled level ends up with a 9 fps So, the question is, how can I make tiles from big textures thats doesnt have an atlas file? I know that I can use vertex shader, maybe you know some examples of it? Or maybe I can recreate custom TextureCache frames for tiles I used? Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted March 9, 2017 Share Posted March 9, 2017 Yes you can take any region of any spritesheet you have. new PIXI.Texture(baseTexture, new PIXI.Rectangle(128, 128, 32, 32)); //or this, it will take baseTexture of another texture automagically new PIXI.Texture(anotherTexture, new PIXI.Rectangle(128, 128, 32, 32)); Also, look at https://github.com/pixijs/pixi-tilemap Quote Link to comment Share on other sites More sharing options...
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