![]() If you’ve previously played Braid, you’ll surely have noticed Tim main character’s gorgeous animations. You’ll learn how to generate sprite sheets with TexturePacker, and consume those within Wave. We just love this game and wanted to make a small tribute within this sample :-)Īt the end of this guide you’ll have a small playable game which allows to move a character along the floor, playing different animations while idle and running. Sprites from Cyrus Annihilator, background from David Hellman's web. Braid's art copyright from their original owners.You can find a lot of documentation about C# on the Internet. You should have a basic knowledge of C# programming language.The entire assets set is provided by us.I then store the sprites by frame id in a _textures object and can assign those to a material's map property. The spritesheet JSON is loaded via a ThreeJS FileLoader. let frames = ames įor (let frameID of Object.keys(frames)) Then I set the webGL texture parameter of the texture object to this and set its webglInit value to true so it doesn't create a new buffer. Gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) Gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) Gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) Gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture) Gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true) Gl.bindTexture(gl.TEXTURE_2D, webGLTexture) let texture = this._spritesheets.texture Why does using the same large source image with multiple THREE.Texture objects use so much memory? I expected it would only need to keep a single texture in memory and the Texture objects would just display the same texture with different offsets.įirst, I load the texture by making a WebGLTexture from the spritesheet image loaded via a ThreeJS ImageLoader, which gets stored in _spritesheets.texture. Ideally I don't want to crop the spritesheet to smaller texture buffers. This is 1:1 and good quality but the point of using a spritesheet is that the GPU only has a single image to address and this needs an HTML loader process. The Canvas method worked best where I create a canvas element for each sprite and crop the spritesheet into each. Is there a way to render textures 1:1 to smaller buffers in ThreeJS? The output from this is unusable as it doesn't generate a 1:1 crop of the original texture and it's really slow to load. The WebGLRenderTarget method needs a camera and scene for cropping the textures and a sprite added to the scene. If I change the texture offsets for the animation instead of using texture copies, it works ok but an offset change would be applied to every object using the same source spritesheet. The method using multiple texture instances with different offsets should work ok as I'm not copying the source image but when I run an animation by switching a material's texture, it uses a crazy amount of RAM as if it's copying the entire source spritesheet into memory for each one. using Canvas buffers to crop the source image into.using WebGLRenderTarget buffers to crop the source image into.using ThreeJS loaders for the json and image and assigning new textures with different repeat and offset values.The image has a bunch of small sprites packed together and the json defines the location and size of the small sprites in the image. I'm trying to load spritesheets from Texturepacker in ThreeJS, which comprises an image and json.
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