devkitPro / tex3ds

3DS Texture Conversion
GNU General Public License v3.0
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No atlas solution found? #17

Closed Magicrafter13 closed 6 years ago

Magicrafter13 commented 6 years ago

Today I added 2 new sprites, so I opened the sprites.t3s file and added the two file names to my large list of sprites. I went to compile and it said 'No atlas solution found.' If I remove the 2 lines (the 2 filenames) from the file again, it compiles fine. Is there a sprite limit or something?

mtheall commented 6 years ago

All your sprites must fit into a single 1024x1024 texture. "No atlas solution found" means it couldn't tile them all within these bounds. There's a possibility that such a solution exists, but we just couldn't find one.

Magicrafter13 commented 6 years ago

Can I incorporate multiple t3s files in one project? (Thus splitting up the sprites into groups instead of all game sprites in one file)

mtheall commented 6 years ago

Yes. Each .t3s would output a .t3x.

Magicrafter13 commented 6 years ago

Thank you

Magicrafter13 commented 6 years ago

okay, so the sprite on the first line of file1.t3s and the sprite on the first line of file2.t3s are both the same id. How do I tell the drawing function to draw the proper sprite?

I'll explain this a bit better, so in the sprites.t3s file on the third line I have game\crawl_4.png and in the ui.t3s file on the third line I have title.png to make sprites easier to draw for me, I do assign each id to a variable, but basically in my code I have this: size_t titleID = ui_title_idx; and I give titleID to the draw function but instead of drawing the title screen image, it's drawing the crawl_4.png So based on that, I assumed that they must be using the same ID.

So how do I differentiate these sprites in my code?

Magicrafter13 commented 6 years ago

oh nevermind, I'm an idiot. so I have a function called draw_texture, all I do is provide it with an ID, an x, and a y value. I forgot about the whole C2D_SpriteSheet thing.

Jesus...