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#Actualtisdadd

Posted 20 September 2013 - 09:10 PM

Quick question... why are you using a texture instead of TextureAtlas? If you are simply trying to do a sprite sheet, I recommend giving a TextureAtlas a quick try, then using the findRegion method to load in your texture regions... 

There is a nice texturepacker available... https://code.google.com/p/libgdx-texturepacker-gui/'

Very easy to use, just point it at a folder and go. Then make AtlasRegions based off of name of texture and index. May need to rotate if it was rotated... [edit:easier when starting just not to let the packer pack it rotated, but it does make smaller files...]

 

Haven't ever tried that large of a texture, but I believe this is the recommended route by libgdx.

 

Anyway, it probably is a memory issue as mentioned. As the TextureAtlas can have many textures put together but easily accessed, I recommend giving it a try really quickly.

Seems that they recently moved to gethub, so not sure where the reference I was going to give about this was.


#1tisdadd

Posted 20 September 2013 - 09:09 PM

Quick question... why are you using a texture instead of TextureAtlas? If you are simply trying to do a sprite sheet, I recommend giving a TextureAtlas a quick try, then using the findRegion method to load in your texture regions... 

There is a nice texturepacker available... https://code.google.com/p/libgdx-texturepacker-gui/'

Very easy to use, just point it at a folder and go. Then make AtlasRegions based off of name of texture and index. May need to rotate if it was rotated...

 

Haven't ever tried that large of a texture, but I believe this is the recommended route by libgdx.

 

Anyway, it probably is a memory issue as mentioned. As the TextureAtlas can have many textures put together but easily accessed, I recommend giving it a try really quickly.

Seems that they recently moved to gethub, so not sure where the reference I was going to give about this was.


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