con gli sprite o le mesh, quando carico una texture creo le mipmap e le assegno alla texture.
Come faccio con spine ad usare le mipmap con xna? non ho accesso alle texture
saluti
Cristian
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Cristian Zerbinati - Eprime
Cristian Zerbinati - Eprime
1.5 years ago
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Mario
Non lo esponiamo direttamente a quanto pare. Non sono sicuro di come generare mips in fase di esecuzione in XNA. Puoi provare a modificare il codice di caricamento della trama qui per generare anche i livelli della mappa mip:
spine-runtimes/Util.cs at 3.8
We don't expose that directly it seems. I'm unsure how to generate mips at runtime in XNA. You could try modifying the texture loading code here to also generate mip map levels:
spine-runtimes/Util.cs at 3.8
spine-runtimes/Util.cs at 3.8
We don't expose that directly it seems. I'm unsure how to generate mips at runtime in XNA. You could try modifying the texture loading code here to also generate mip map levels:
spine-runtimes/Util.cs at 3.8
1.5 years ago
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Mario - Postovi: 3039
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grazie Mario, verifico
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ok it's not very important, if I see the need I will implement the code and publish it
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I have spend time to test, but although the filter name is read from atlas file, then it is not applied anywhere. May be because I use FNA/Monogame.Mario je napisao/la:We don't expose that directly it seems. I'm unsure how to generate mips at runtime in XNA. You could try modifying the texture loading code here to also generate mip map levels:
https://github.com/EsotericSoftware/spine-runtimes/blob/3.8/spine-xna/src/Util.cs#L76
ok it's not very important, if I see the need I will implement the code and publish it
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Cristian Zerbinati - Eprime
Cristian Zerbinati - Eprime
1.5 years ago
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eprime - Postovi: 104
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