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get texture UV coordinate


dearcj
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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?

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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

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