My game uses 2D lighting that requires Normal-Maps, so for each Spine animation I have one skin of the regular images, and another skin with the Normal-Map images.
I'm using Libgdx. At runtime I render the scene first by drawing all of the Spine animations with the "regular" skin in a single pass, and then render the effect of the 2D lights, during which I render each of the Spine animations with the Normal-Map skin.
I had been combining all of my 'regular' and 'normal-map' images (for all of my characters/objects) on an atlas with a single .png, but I've now run out of room on it. I'd like to separate my images into two .pngs: one with the 'regular' images, and another with the 'normal-map' images -> This way I would only have one extra texture binding when switching from 'regular' to 'normal_map'.
The easy answer would seem to be to use the Texture Packer, and have only two folders -> "regular" and "normal_map" with the corresponding images, and uncheck Combine Subdirectories. My problem is that I have a lot of different Spine animations (basically all of the in-game objects... grass, trees, flowers, etc) that have individual folders. The Spine characters have images that have the same name, like "shadow.png", so I can't simply take every single image for the 'regular' skin and combine them all into a single folder.
So my question is:
Can I somehow set up an atlas structure to achieve this setup:
The Texure Packing information page (Texture Packing - Spine User Guide: Folder structure) mentions subfolders potentially having their own pack.json file. Would there be some special configuration I could do by putting a pack.json into the "regular" and "normal_map" folders?
Thanks for any help!! 🙂 🙂