21
12/2011
Tool - Texture atlas maker
Written by arthur
I told you that I started iPhone development. After testing Unity3D and cocos2d, I decided that I will better write my own 2d engine with opengl-es. Maybe it's more extra-work, but I prefer truely understand what I am working with. Moreover I did a similar engine on Windows. But the downside was the performance, how to manage a lot of graphics on such limited hardware? (Yes, iPhone 3G, I am speaking of you.)
On windows I was loading one texture for one sprite. If I had 300 images in my application I would load 300 textures. Not very efficient, but it worked on nowadays computer. Of course it couldn’t work on iPhone. Plus, on iOS we can’t load texture that have not a power-of-two size. For example a 257x300 pixel wide image would require a space of 512x512 pixels in ram. That means a lot of wasted space.
One common approach is to pack all images in a big one, and then at the rendering compute the convenient UV mapping for each image. In doing that we get rid of glBindTexture and other opengl calls which can slow down the rendering.
You are going to ask me why I develop windows tool for iPhone development, the answer is simple: I like the .Net Framework and C#, and tools are made to save time! And this tool helps for two things:
If you are brave enough, you can try it by yourself in downloading the application here (it requires .Net Framework 4.0 though).
On windows I was loading one texture for one sprite. If I had 300 images in my application I would load 300 textures. Not very efficient, but it worked on nowadays computer. Of course it couldn’t work on iPhone. Plus, on iOS we can’t load texture that have not a power-of-two size. For example a 257x300 pixel wide image would require a space of 512x512 pixels in ram. That means a lot of wasted space.
One common approach is to pack all images in a big one, and then at the rendering compute the convenient UV mapping for each image. In doing that we get rid of glBindTexture and other opengl calls which can slow down the rendering.
You are going to ask me why I develop windows tool for iPhone development, the answer is simple: I like the .Net Framework and C#, and tools are made to save time! And this tool helps for two things:
- Textures packing
- Animations maker
If you are brave enough, you can try it by yourself in downloading the application here (it requires .Net Framework 4.0 though).
Classified in : Tools - Tags : iphone, opengl, C#, windows, atlas, packer - 1 comment
13
11/2011
Sqware - iPhone
Written by arthur
Few weeks after my internship at int13, I decided that I wanted to develop on iPhone. So, the first was to get a mac with snow leopard. Not an easy task, but I did it. Then the next task was to do something for the iPhone. A game. So we team up with Cladil, and we started the development of Sqware, a small arcade game with an easy to learn gameplay but a large variety of levels.
It helped me to learn opengl-es (1.1 and 2). And to fall in love for xcode (real time compiling!). So stay tuned for articles about opengl-es, iOS and other nice things.
It helped me to learn opengl-es (1.1 and 2). And to fall in love for xcode (real time compiling!). So stay tuned for articles about opengl-es, iOS and other nice things.
Classified in : Projects - Tags : iphone, opengl, sqware, app - 5 comments