I've upgraded to TexturePacker 3 today and am now using the fantastic expanded Auto-SD facility to automatically produce all the sprite sheets from the highest resolution versions (wow this makes a massive difference to workflow!) With trim off both backing size and image size report 32 x 32 all the time.Īt the base resolution everything aligns properly even with trim on, it's when I'm using higher resolution assets that the problem occurs.Īny ideas? Obviously I can turn trim off for now but it's a very useful facility to be more efficient with memory. I've used Trim before with other development systems without a problem. This makes me think that there might be a bug with getTextureRegion and scaling that doesn't quite work correctly when Trim is being used. You'll notice that backing size is always a pixel out in both x and y, and image size (for the different front images) can be out differently on different images. Internally Gideros is reporting incorrect sizes for the images when I use getWidth() and getHeight() for the two images, here are some examples: If I turn Trim off in TexturePacker this problem goes away.
#Texturepacker not working full
The problem is that when I use trim in TexturePacker, which stores the images in the texture without any bounding transparent pixels, when I create the sprites in Gideros and display for the x2 resolution there are alignment issues which have the effect of pushing the full sprite a little out of position. However, the front image has lots of transparent pixels and these differ on different front images. For the base resolution all images (both backing image and different front images) are 32 x 32, for the x2 resolution all images are 64 x 64. The backing image is the same in all cases, the front image differs. Basically I'm constructing a sprite from two images, a backing image and a front image. Hi - I seem to be having a rendering issue when using the Trim option in TexturePacker.