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actionscript-3stage3dstarling-framework

Starling MovieClip frames don't fit into 2048. Multiple TextureAtlas for one MC?


I'm making a fighting game, so I have giant character sprites (300px X 350px) with lots of frames of animation (~150 per character), so the maximum 2048 x 2048 texture size won't fit all frames of animation for a character. So, I'll need multiple TextureAtlases, right?

Do I need to worry about the costly GPU texture swapping, then, if I'm switching TextureAtlases on a MovieClip?

To change animation frames, would it be sensible to create a manager to select the frame and the atlas?

Or can I combine TextureAtlases so that one atlas stores multiple 2048 x 2048 sprite sheets?

How would you approach this?


Solution

  • A recommendation from Daniel Sperl on the Starling forum:

    If you're sprites are so huge, I'm afraid you'll run into problems with texture memory. Unfortunately, there is no easy workaround for that at the moment, except creating that animation with "Spriter" (beta):

    http://www.kickstarter.com/projects/539087245/spriter