Open eschaefer opened 7 years ago
ping @bitnenfer as well, since I noticed you worked on this a little bit.
Is there a reason it can't be setup to work the same way as image and texture? We were in the process of setting up compressed texture support until noticing that it doesn't work with atlasJSONHash
as you mentioned, which is what we use as well.
I think we won't know until someone looks into it. 😃
Can anyone provide a set of atlas/texture files (to test an implementation)?
Here's a very simple texture/atlas: https://cloudup.com/cWXKCYhDLnL
Here's a very simple texture/atlas: https://cloudup.com/cWXKCYhDLnL
"The download of this file has been disabled" 😞
Hmm, that's odd. How about this? https://www.dropbox.com/s/jgjrukxg5quh11l/Compressed%20Atlas%20Test.zip?dl=0
Have you tried using Phaser.Cache#addTextureAtlas like http://codepen.io/samme/pen/ybLpdJ ? (Not a compressed texture, but it may work the same.)
@samme Thanks for that sample, I think that should work for us; however, I've run into a different issue trying to get this setup with the actual loading of the compressed textures (https://github.com/photonstorm/phaser-ce/issues/162).
Just a heads up that we've gotten this approach implemented now in https://github.com/goldfire/phaser-webpack-loader.
Feature Request
Firstly, thanks so much for this great and well-documented library!
Currently there is the beautiful option of loading PVRTC (or other compressed texture formats) with
Phaser.Loader#image
[1] andPhaser.Loader#texture
[2].However my preferred way of loading spritesheets with frames for animation is via
Phaser.Loader#atlasJSONHash
[3], but this method only accepts a normal image file along with the atlas data file (in JSON format).I suppose my question is: how can we support an object with compressed texture formats (and a fallback
truecolor
image file as an argument passed to thePhaser.Loader#atlasJSONHash
method? Is this desirable behavior for anyone else?