ReneMiner
01-03-2013, 11:48
I would like to know if the use of TBGL_LoadSpriteSheet will affect/reduce the amount of 1024 available textures in TBGL somehow, (so the spritesheet is some texture that I could use due TBGL_BindTexture()?
If yes, will the spritesheet be sorted into the next free texture-slot or do I have to search through all slots for the textures filename to spot it out because I have to keep track of used/unused texture-slots very attentive.
Could it be possible to use single sprites from the sheet as a whole texture? For example as simple as
TBGL_BindTexture( TBGL_SpriteGetTexture ( spriteID ))
will the corners of the sprite apply to UV 0.0, 0.0 and 1.0, 1.0 on the mesh then?
Or would it need a special "Texture-Sheet-Calculation" when the mesh is initialized?
I'm not using *.m15-meshes (except there will be some Material one day to m15) - but simple displaylists + entities, so the data get's counted in anyway but would be a cumbersome, mindcranking effort, even though I would like to keep the amount of already used textures as small as possible somehow.
If yes, will the spritesheet be sorted into the next free texture-slot or do I have to search through all slots for the textures filename to spot it out because I have to keep track of used/unused texture-slots very attentive.
Could it be possible to use single sprites from the sheet as a whole texture? For example as simple as
TBGL_BindTexture( TBGL_SpriteGetTexture ( spriteID ))
will the corners of the sprite apply to UV 0.0, 0.0 and 1.0, 1.0 on the mesh then?
Or would it need a special "Texture-Sheet-Calculation" when the mesh is initialized?
I'm not using *.m15-meshes (except there will be some Material one day to m15) - but simple displaylists + entities, so the data get's counted in anyway but would be a cumbersome, mindcranking effort, even though I would like to keep the amount of already used textures as small as possible somehow.