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I've not yet seen anything to make Chilli Source a bit easier to use. Even the basics such as making a sprite require about 6 different calls and the code is not simple.
This is the code I'm currently using to create my sprites (WIP Code, I know in_shareMaterial is never used):
` CS::SpriteComponentUPtr CreateSpriteFromSpriteSheet(const std::string& in_fileName, const std::string& in_spriteSheetName, const std::string& in_frameName, bool in_shareMaterial)
{
CS::IResourceOptionsCSPtrCS::Texture textureOptions = CS::IResourceOptionsCSPtrCS::Texture(new CS::TextureResourceOptions(false,
CS::TextureFilterMode::k_nearest,
CS::TextureWrapMode::k_repeat,
CS::TextureWrapMode::k_repeat));
I've had quite a bit of experience with this engine, so I know how to build a sprite now but compared to other engines having to load a texture, an atlas, create a material (that must be unique no less, my material utils has a way around that) and get the texture atlas frame to get the sizing right, is just far too much work to do for a single sprite.
I would imagine that most people would write a utility similar to the one above to handle loading sprites, but I would request that Chilli Source provide some helper functions that make the most basic features easier to use.
The text was updated successfully, but these errors were encountered:
I've not yet seen anything to make Chilli Source a bit easier to use. Even the basics such as making a sprite require about 6 different calls and the code is not simple.
This is the code I'm currently using to create my sprites (WIP Code, I know in_shareMaterial is never used):
` CS::SpriteComponentUPtr CreateSpriteFromSpriteSheet(const std::string& in_fileName, const std::string& in_spriteSheetName, const std::string& in_frameName, bool in_shareMaterial)
{
CS::IResourceOptionsCSPtrCS::Texture textureOptions = CS::IResourceOptionsCSPtrCS::Texture(new CS::TextureResourceOptions(false,
CS::TextureFilterMode::k_nearest,
CS::TextureWrapMode::k_repeat,
CS::TextureWrapMode::k_repeat));
I've had quite a bit of experience with this engine, so I know how to build a sprite now but compared to other engines having to load a texture, an atlas, create a material (that must be unique no less, my material utils has a way around that) and get the texture atlas frame to get the sizing right, is just far too much work to do for a single sprite.
I would imagine that most people would write a utility similar to the one above to handle loading sprites, but I would request that Chilli Source provide some helper functions that make the most basic features easier to use.
The text was updated successfully, but these errors were encountered: