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		<title>Starling Forum &#187; Topic: Dynamic Texture Atlas Generator - Starling extension</title>
		<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension</link>
		<description>The Starling Framework Community</description>
		<language>en-US</language>
		<pubDate>Tue, 21 May 2013 05:02:03 +0000</pubDate>
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		<item>
			<title>megnathamuthan on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/4#post-31155</link>
			<pubDate>Thu, 25 Apr 2013 14:02:28 +0000</pubDate>
			<dc:creator>megnathamuthan</dc:creator>
			<guid isPermaLink="false">31155@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hi folks,&#60;/p&#62;
&#60;p&#62;Is there is a way to load the swf asset dynamically and extract the vector class and use it in the Dynamic Texture Atlas Generator, becoz all example i see here, seems we need to embed the swc, which will increase the app pack size, i tried loading swf in IOS it doesn't work, please suggest...
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Nebula on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/4#post-24286</link>
			<pubDate>Thu, 14 Feb 2013 17:17:42 +0000</pubDate>
			<dc:creator>Nebula</dc:creator>
			<guid isPermaLink="false">24286@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Thanks for this extensions!&#60;/p&#62;
&#60;p&#62;I would love to use it for my upcomming project but am having the following issue.&#60;/p&#62;
&#60;p&#62;I have 3 assets that when exported from flash CS6's sprite sheet export (with stacking and trimming off) will only take up to half of a 2048x2048 sprite sheet space. &#60;/p&#62;
&#60;p&#62;However when using those same 3 assets with the Dynamic Atlas system - I get the catch error (sprite sheet too big...).&#60;/p&#62;
&#60;p&#62;What is the cause of this?&#60;br /&#62;
I'm setting up my fla exactly like in the example ie. container movie clip with 3 child clips. Does the extension have any trimming process in place?&#60;/p&#62;
&#60;p&#62;Any advice would be great.&#60;br /&#62;
Thanks
&#60;/p&#62;</description>
		</item>
		<item>
			<title>DarthCoder on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/4#post-21634</link>
			<pubDate>Sun, 20 Jan 2013 14:45:40 +0000</pubDate>
			<dc:creator>DarthCoder</dc:creator>
			<guid isPermaLink="false">21634@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Thanks @wrench for doing taking the time to investigate.&#60;/p&#62;
&#60;p&#62;I've been having problems with loading just 8 short animations, some are single frame movieclips, some up to 80 frames, all less than 100x100. I was excited when the first few tests worked, then i realized as i kept adding more it kept adding to the same single TextureAtlas.&#60;/p&#62;
&#60;p&#62;I originally thought that each call to DynamicAtlas.fromMovieClipContainer() returning a TextureAtlas were &#34;different&#34; spritesheets, and that as long as each atlas were within the 2048x2048 limit, i'd be fine. now i know that they all combine into a single managed TextureAtlas.&#60;/p&#62;
&#60;p&#62;Though even if i export my spritesheets manually with TexturePacker, when i create MovieClips with TextureAtlas, won't i run into the same problem where starling automatically combines them into a super texture and i'm once again limited to 2048x2048 worth of frames?&#60;/p&#62;
&#60;p&#62;How do i go about having two different MovieClips simultaneously  using two different TextureAtlas if only one TextureAtlas can be active at any one time?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>wrench on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/4#post-21381</link>
			<pubDate>Fri, 18 Jan 2013 12:04:34 +0000</pubDate>
			<dc:creator>wrench</dc:creator>
			<guid isPermaLink="false">21381@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;For a while now I've been thinking that the DynamicAtlas class isn't doing an optimal job of fitting all of my sprites into the TextureAtlas. The actual reason is that some of the Movieclips rely on a mask, and so the Sprite's size is increased to match the size of the mask (even though the content being masked is much smaller than the mask). I can adjust the size of the mask in this instance to solve my issue, but going forwards a rethink of the class may be useful.&#60;/p&#62;
&#60;p&#62;In the past I've had to take Bitmap grabs of Movieclip's containing masks to get the correct bounding box for them. DynamicAtlas is already doing this, so within the drawItem method instead of doing the getRealBounds before the bitmap is created, it may need to be done after the bitmap is created (though this may defeat the purpose of getRealBounds anyway).&#60;/p&#62;
&#60;p&#62;Check out this feature that Daniel's just added (&#60;a href=&#34;https://github.com/PrimaryFeather/Starling-Framework/issues/261&#34; rel=&#34;nofollow&#34;&#62;https://github.com/PrimaryFeather/Starling-Framework/issues/261&#60;/a&#62;) if you wanted to see what your TextureAtlas actually looks like.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Etherlord on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/4#post-19439</link>
			<pubDate>Tue, 01 Jan 2013 14:38:06 +0000</pubDate>
			<dc:creator>Etherlord</dc:creator>
			<guid isPermaLink="false">19439@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;SudoPlz, from the numbers it looks like your height (if the second value is height) is multiplied by 3 twice. Maybe the bug is in your code and you do something like this:&#60;br /&#62;
mc.height *= 3&#60;br /&#62;
mc.height *= 3 //instead of width&#60;/p&#62;
&#60;p&#62;Common copy-paste mistake.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>SudoPlz on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/4#post-18288</link>
			<pubDate>Fri, 14 Dec 2012 17:44:39 +0000</pubDate>
			<dc:creator>SudoPlz</dc:creator>
			<guid isPermaLink="false">18288@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Forgive me if someone else has mentioned this in the past, but I have a problem with this extension and at this specific moment I don't have time to read all the past posts.&#60;br /&#62;
It might be something many people are aware of, so there it goes..:&#60;/p&#62;
&#60;p&#62;I'm using this extension, i create a MovieClip container, on which I add sprites as children, then  I pass this MovieClip on the fromMovieClip function and it all works perfectly fine on iphone simulator with a scale factor of 1 ! But when i switch to the iPad which has a scale factor of 3 (for example) then this DynamicAtlas generator creates an Atlas that has wrong propotions.&#60;/p&#62;
&#60;p&#62;eg: I give an image of 768x1023 and content scale factor of 3&#60;br /&#62;
I then check the atlas png (the big atlas png which the xml reads from),&#60;br /&#62;
and its size is 768x9215 ..!&#60;br /&#62;
It's driving me nuts.. &#60;/p&#62;
&#60;p&#62;Any ideas for what might be wrong?&#60;/p&#62;
&#60;p&#62;(plz excuse me if this has been answered in the past!)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>winxalex on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/4#post-17907</link>
			<pubDate>Mon, 10 Dec 2012 21:02:56 +0000</pubDate>
			<dc:creator>winxalex</dc:creator>
			<guid isPermaLink="false">17907@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hi Emi&#60;br /&#62;
I understand that Danial like to bit seal stuff  &#38;lt;img src=&#38;quot;http://forum.starling-framework.org/my-plugins/bb-smilies/default/icon_smile.gif&#38;quot; title=&#38;quot;:)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt;  in the classes and maybe getter setter of texture in TextureAtlas would make process easier and faster, but I see great performance increase if creation of xml and parsing of xml is avoided in process. Talking about below:&#60;/p&#62;
&#60;p&#62;	for (var k:uint = 0; k &#38;lt; itemsLen; k++)&#60;br /&#62;
{&#60;br /&#62;
itm = _items[k];&#60;/p&#62;
&#60;p&#62;itm.graphic.dispose();&#60;/p&#62;
&#60;p&#62;// xml&#60;br /&#62;
subText = new XML(&#38;lt;SubTexture /&#38;gt;);&#60;br /&#62;
subText.@name = itm.textureName;&#60;br /&#62;
subText.@x = itm.x;&#60;br /&#62;
subText.@y = itm.y;&#60;br /&#62;
subText.@width = itm.width;&#60;br /&#62;
subText.@height = itm.height;&#60;br /&#62;
subText.@frameX = itm.frameX;&#60;br /&#62;
subText.@frameY = itm.frameY;&#60;br /&#62;
subText.@frameWidth = itm.frameWidth;&#60;br /&#62;
subText.@frameHeight = itm.frameHeight;&#60;/p&#62;
&#60;p&#62;if (itm.frameName != &#34;&#34;)&#60;br /&#62;
subText.@frameLabel = itm.frameName;&#60;br /&#62;
xml.appendChild(subText);&#60;br /&#62;
}&#60;/p&#62;
&#60;p&#62;and then in TextureAtlas parseXML().&#60;/p&#62;
&#60;p&#62;I propose you create new TextureAtlas(texture,null)&#60;br /&#62;
use addRegion(itm.textureName,new Rectangle(itm.x,itm.y,itm.width,itm.height),new Rectangle(itm.frameX,...)) to fill texture atlas frames instead.&#60;br /&#62;
Here comes the story of having TextureAtlas.texture setter that would allow one less loop.&#60;/p&#62;
&#60;p&#62;The other thing is why we need new TextureAtlas is that we could now return filters from mc and not to draw them in Bitmap but apply them in Starling now we have filters there.&#60;br /&#62;
Regards&#60;br /&#62;
Alex&#60;/p&#62;
&#60;p&#62;P.S Parser should back Atlas, frameLabels, filters and bones  &#38;lt;img src=&#38;quot;http://forum.starling-framework.org/my-plugins/bb-smilies/default/icon_smile.gif&#38;quot; title=&#38;quot;:)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; 
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Etherlord on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/4#post-17430</link>
			<pubDate>Mon, 03 Dec 2012 12:33:02 +0000</pubDate>
			<dc:creator>Etherlord</dc:creator>
			<guid isPermaLink="false">17430@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hi! This is a very useful extension! I'm having a small problem though, I can't understand how the order of frames is determined. Here's my code:&#60;/p&#62;


&#60;div class=&#34;bb_syntax&#34;&#62;&#60;div class=&#34;code&#34;&#62;&#60;pre class=&#34;as3&#34; style=&#34;font-family:monospace;&#34;&#62;&#60;span style=&#34;color: #6699cc; font-weight: bold;&#34;&#62;var&#60;/span&#62; snowflakes&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;Vector.&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;&#38;lt;&#60;/span&#62;Class&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;&#38;gt;&#60;/span&#62; = &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;new&#60;/span&#62; &#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;&#38;lt;&#60;/span&#62;Class&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;&#38;gt;&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#91;&#60;/span&#62;S1,S2,S3,S4,S5,S6,S7,S8,S9,S10,S11,S12,S13,S14,S15,S16,S17,S18&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#93;&#60;/span&#62;;
bitmaps.&#60;span style=&#34;color: #004993;&#34;&#62;push&#60;/span&#62; &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62; &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;new&#60;/span&#62; Logo&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62; &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
bitmaps.&#60;span style=&#34;color: #004993;&#34;&#62;push&#60;/span&#62; &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62; gradientBmp &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
numSnowFlakes = snowflakes.&#60;span style=&#34;color: #004993;&#34;&#62;length&#60;/span&#62;;
&#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;for&#60;/span&#62; &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62; &#60;span style=&#34;color: #6699cc; font-weight: bold;&#34;&#62;var&#60;/span&#62; i&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;int&#60;/span&#62; = &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;0&#60;/span&#62;; i &#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;&#38;lt;&#60;/span&#62; numSnowFlakes; i&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;++&#60;/span&#62; &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62; &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#123;&#60;/span&#62;
	bitmaps.&#60;span style=&#34;color: #004993;&#34;&#62;push&#60;/span&#62; &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62; &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;new&#60;/span&#62; snowflakes&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#91;&#60;/span&#62;i&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#93;&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62; &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#125;&#60;/span&#62;
&#38;nbsp;
&#60;span style=&#34;color: #6699cc; font-weight: bold;&#34;&#62;var&#60;/span&#62; atlas&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;TextureAtlas = DynamicAtlas.fromBitmapVector &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;  bitmaps, &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;1&#60;/span&#62;, &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;0&#60;/span&#62;, &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;true&#60;/span&#62;, &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;true&#60;/span&#62; &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
&#38;nbsp;
frames = atlas.getTextures &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;&#60;/pre&#62;&#60;/div&#62;&#60;/div&#62;



&#60;p&#62;Now, for some reason, Logo texture (added first to bitmaps vector) is indeed the first texture in atlas, but gradient texture is last, though it's added as second to bitmap vector!&#60;/p&#62;
&#60;p&#62;I'm not using it for a movieclip, but to draw these snowflakes, gradient and logo, so the order of textures is not a big problem. However, I'm worried that the order will change for some unknown reason in future (like less snowflakes textures or different sizes of bitmaps).&#60;/p&#62;
&#60;p&#62;So how do I force a right order or detect what item is where in the atlas? Thanks!&#60;/p&#62;
&#60;p&#62;BTW, is it possible to get/buy this avatar generating script you have here?&#60;/p&#62;
&#60;p&#62;And here's fromBitmapVector code, if you wonder where did I get it from (it's just a modified fromClassVector method)&#60;/p&#62;


&#60;div class=&#34;bb_syntax&#34;&#62;&#60;div class=&#34;code&#34;&#62;&#60;pre class=&#34;as3&#34; style=&#34;font-family:monospace;&#34;&#62;static &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;public&#60;/span&#62; &#60;span style=&#34;color: #339966; font-weight: bold;&#34;&#62;function&#60;/span&#62; fromBitmapVector&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;assets&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;Vector.&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;&#38;lt;&#60;/span&#62;Bitmap&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;&#38;gt;&#60;/span&#62;, scaleFactor&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;Number&#60;/span&#62; = &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;1&#60;/span&#62;, margin&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;uint&#60;/span&#62;=&#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;0&#60;/span&#62;, preserveColor&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;Boolean&#60;/span&#62; = &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;true&#60;/span&#62;, checkBounds&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;Boolean&#60;/span&#62;=&#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;false&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;TextureAtlas
&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#123;&#60;/span&#62;
	&#60;span style=&#34;color: #6699cc; font-weight: bold;&#34;&#62;var&#60;/span&#62; container&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;MovieClip&#60;/span&#62; = &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;new&#60;/span&#62; &#60;span style=&#34;color: #004993;&#34;&#62;MovieClip&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
	&#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;for&#60;/span&#62; &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;each&#60;/span&#62; &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #6699cc; font-weight: bold;&#34;&#62;var&#60;/span&#62; bmp&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;Bitmap&#60;/span&#62; &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;in&#60;/span&#62; assets&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62; &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#123;&#60;/span&#62;
		bmp.&#60;span style=&#34;color: #004993;&#34;&#62;name&#60;/span&#62; = &#60;span style=&#34;color: #004993;&#34;&#62;getQualifiedClassName&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;bmp&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
		container.&#60;span style=&#34;color: #004993;&#34;&#62;addChild&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62; bmp &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
	&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#125;&#60;/span&#62;
	&#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;return&#60;/span&#62; fromMovieClipContainer&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;container, scaleFactor, margin, preserveColor, checkBounds&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#125;&#60;/span&#62;&#60;/pre&#62;&#60;/div&#62;&#60;/div&#62;


</description>
		</item>
		<item>
			<title>Freddufau on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/4#post-11537</link>
			<pubDate>Fri, 07 Sep 2012 23:02:02 +0000</pubDate>
			<dc:creator>Freddufau</dc:creator>
			<guid isPermaLink="false">11537@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;HI, thanks for sharing this great tool emibap.&#60;/p&#62;
&#60;p&#62;I've a strange issue. I've some vector assets in a swc and generate the texture of them with DTAG. It's work fine on desktop. But when i go to iPad(2), the vector are not very smooth (it's like the effect of stage.quality = &#34;low&#34;).&#60;br /&#62;
I haven't see any post on this issue, so i was wondering what i'm missing.&#60;br /&#62;
I've the same code as the sample you give, the only difference is that i change the color of some assets.&#60;/p&#62;
&#60;p&#62;thanks.&#60;/p&#62;
&#60;p&#62;Edit: it's not a DTAG issue, after a simple test, when i use vector asset and then draw them on a bitmapData and then generate the texture with this bitmapdata, i've the same issue, the vector assets are not antialiased.&#60;br /&#62;
So my question turn into : How to have good quality with vector asset that are convert to textures at runtime ?&#60;/p&#62;
&#60;p&#62;Here the constructor of custom button class :&#60;/p&#62;


&#60;div class=&#34;bb_syntax&#34;&#62;&#60;div class=&#34;code&#34;&#62;&#60;pre class=&#34;as3&#34; style=&#34;font-family:monospace;&#34;&#62;&#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;public&#60;/span&#62; &#60;span style=&#34;color: #339966; font-weight: bold;&#34;&#62;function&#60;/span&#62; JewelCategoryIcon&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;fontName&#60;/span&#62;&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;String&#60;/span&#62;, categoryID&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;int&#60;/span&#62; = &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;0&#60;/span&#62;, &#60;span style=&#34;color: #004993;&#34;&#62;fontSize&#60;/span&#62;&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;int&#60;/span&#62; = &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;24&#60;/span&#62;, fontColor&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;uint&#60;/span&#62; = 0xFFFFFF, iconColor&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;uint&#60;/span&#62; = 0xF7931E, label&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;String&#60;/span&#62; = &#60;span style=&#34;color: #990000;&#34;&#62;&#38;quot;BAGUES&#38;quot;&#60;/span&#62;
										&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;
		&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#123;&#60;/span&#62;
			_categoryID = categoryID;
&#38;nbsp;
			&#60;span style=&#34;color: #6699cc; font-weight: bold;&#34;&#62;var&#60;/span&#62; &#60;span style=&#34;color: #004993;&#34;&#62;border&#60;/span&#62;&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;MovieClip&#60;/span&#62; = &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;new&#60;/span&#62; squareBorder&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
			&#60;span style=&#34;color: #6699cc; font-weight: bold;&#34;&#62;var&#60;/span&#62; icon&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;MovieClip&#60;/span&#62; = &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;new&#60;/span&#62; watchIcon&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
			ColorUtil.setColor&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;icon, iconColor &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
			icon.&#60;span style=&#34;color: #004993;&#34;&#62;x&#60;/span&#62; = &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;border&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;width&#60;/span&#62; &#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;-&#60;/span&#62; icon.&#60;span style=&#34;color: #004993;&#34;&#62;width&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62; &#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;&#38;gt;&#38;gt;&#60;/span&#62; &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;1&#60;/span&#62;;
			icon.&#60;span style=&#34;color: #004993;&#34;&#62;y&#60;/span&#62; = &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;border&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;height&#60;/span&#62; &#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;*&#60;/span&#62; .12 &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
			&#60;span style=&#34;color: #004993;&#34;&#62;border&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;addChild&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62; icon &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
&#38;nbsp;
			&#60;span style=&#34;color: #6699cc; font-weight: bold;&#34;&#62;var&#60;/span&#62; bmpd&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;:&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;BitmapData&#60;/span&#62; = &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;new&#60;/span&#62; &#60;span style=&#34;color: #004993;&#34;&#62;BitmapData&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #004993;&#34;&#62;border&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;width&#60;/span&#62;, &#60;span style=&#34;color: #004993;&#34;&#62;border&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;height&#60;/span&#62;, &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;true&#60;/span&#62;, &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;0&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
			bmpd.&#60;span style=&#34;color: #004993;&#34;&#62;draw&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62; &#60;span style=&#34;color: #004993;&#34;&#62;border&#60;/span&#62; &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
&#38;nbsp;
			&#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;super&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;Texture.fromBitmapData&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;bmpd&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;, label &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
&#38;nbsp;
			bmpd.&#60;span style=&#34;color: #004993;&#34;&#62;dispose&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
			&#60;span style=&#34;color: #004993;&#34;&#62;border&#60;/span&#62; = &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;null&#60;/span&#62;;
			icon = &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;null&#60;/span&#62;;
&#38;nbsp;
			&#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;this&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;fontName&#60;/span&#62; = &#60;span style=&#34;color: #004993;&#34;&#62;fontName&#60;/span&#62;;
			&#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;this&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;fontSize&#60;/span&#62; = &#60;span style=&#34;color: #004993;&#34;&#62;fontSize&#60;/span&#62;;
			&#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;this&#60;/span&#62;.fontColor = fontColor;
&#38;nbsp;
			&#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;this&#60;/span&#62;.textBounds = &#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;new&#60;/span&#62; &#60;span style=&#34;color: #004993;&#34;&#62;Rectangle&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;0&#60;/span&#62;, &#60;span style=&#34;color: #004993;&#34;&#62;downState&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;height&#60;/span&#62; &#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;-&#60;/span&#62; &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;80&#60;/span&#62;, &#60;span style=&#34;color: #004993;&#34;&#62;downState&#60;/span&#62;.&#60;span style=&#34;color: #004993;&#34;&#62;width&#60;/span&#62;, &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;80&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
&#38;nbsp;
		&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#125;&#60;/span&#62;&#60;/pre&#62;&#60;/div&#62;&#60;/div&#62;



&#60;p&#62;What i'm missing ?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>esDot on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/4#post-11259</link>
			<pubDate>Mon, 03 Sep 2012 09:06:04 +0000</pubDate>
			<dc:creator>esDot</dc:creator>
			<guid isPermaLink="false">11259@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;This needs to be integrated into the main trunk!! &#60;/p&#62;
&#60;p&#62;Dynamic Texture Atlas is a core feature, it deserves regular maintenance and documentation.'&#60;/p&#62;
&#60;p&#62;Thoughts?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>whizzkid on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/4#post-10871</link>
			<pubDate>Sun, 26 Aug 2012 23:58:26 +0000</pubDate>
			<dc:creator>whizzkid</dc:creator>
			<guid isPermaLink="false">10871@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hey there,&#60;br /&#62;
When you use the generator with CheckBounds=true and you have movieclips with only 1 frame, their position is off.&#60;/p&#62;
&#60;p&#62;This is caused by the frameBounds check only being performed if you have more than 1 frame.&#60;/p&#62;
&#60;p&#62;If you change the code as follows, that problem is resolved.&#60;/p&#62;
&#60;p&#62;regards&#60;/p&#62;


&#60;div class=&#34;bb_syntax&#34;&#62;&#60;div class=&#34;code&#34;&#62;&#60;pre class=&#34;as3&#34; style=&#34;font-family:monospace;&#34;&#62;&#60;span style=&#34;color: #009900;&#34;&#62;// Gets the frame bounds by performing a frame-by-frame check&#60;/span&#62;
&#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;if&#60;/span&#62; &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;checkBounds&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;
&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#123;&#60;/span&#62;
	selected.&#60;span style=&#34;color: #004993;&#34;&#62;gotoAndStop&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;0&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
	frameBounds = getRealBounds&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;selected&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
	&#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;if&#60;/span&#62; &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;selectedTotalFrames &#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;&#38;gt;&#60;/span&#62; &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;1&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;
	&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#123;&#60;/span&#62;
		m = &#60;span style=&#34;color: #000000; font-weight:bold;&#34;&#62;1&#60;/span&#62;;
		&#60;span style=&#34;color: #0033ff; font-weight: bold;&#34;&#62;while&#60;/span&#62; &#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;&#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;++&#60;/span&#62;m &#60;span style=&#34;color: #000000; font-weight: bold;&#34;&#62;&#38;lt;&#60;/span&#62;= selectedTotalFrames&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;
		&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#123;&#60;/span&#62;
			selected.&#60;span style=&#34;color: #004993;&#34;&#62;gotoAndStop&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;m&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
			frameBounds = frameBounds.&#60;span style=&#34;color: #004993;&#34;&#62;union&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;getRealBounds&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#40;&#60;/span&#62;selected&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#41;&#60;/span&#62;;
		&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#125;&#60;/span&#62;
	&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#125;&#60;/span&#62;
&#60;span style=&#34;color: #000000;&#34;&#62;&#38;#125;&#60;/span&#62;&#60;/pre&#62;&#60;/div&#62;&#60;/div&#62;


</description>
		</item>
		<item>
			<title>alex_h on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/4#post-10794</link>
			<pubDate>Fri, 24 Aug 2012 15:37:23 +0000</pubDate>
			<dc:creator>alex_h</dc:creator>
			<guid isPermaLink="false">10794@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hi emibap,&#60;/p&#62;
&#60;p&#62;ok cool, well if I get the chance to look into any of this myself then I'll be sure to share the code!&#60;/p&#62;
&#60;p&#62;cheers,&#60;br /&#62;
Alex
&#60;/p&#62;</description>
		</item>
		<item>
			<title>emibap on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/4#post-10793</link>
			<pubDate>Fri, 24 Aug 2012 15:33:35 +0000</pubDate>
			<dc:creator>emibap</dc:creator>
			<guid isPermaLink="false">10793@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hi Alex,&#60;/p&#62;
&#60;p&#62;Yes, what you mentioned (both the bug and the feature) are present in my mental roadmap, but I don't think that I'll have the time to fix/enhance this extension for a while.&#60;br /&#62;
Another good addition could be adding the Rectangle Packing solution developed by Ville Koskela (&#60;a href=&#34;http://villekoskela.org/2012/08/12/rectangle-packing/)&#34; rel=&#34;nofollow&#34;&#62;http://villekoskela.org/2012/08/12/rectangle-packing/)&#60;/a&#62;.&#60;br /&#62;
If anyone wishes to contribute forking and pulling we'd all benefit from it  &#38;lt;img src=&#38;quot;http://forum.starling-framework.org/my-plugins/bb-smilies/default/icon_smile.gif&#38;quot; title=&#38;quot;:)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; &#60;br /&#62;
Cheers!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>alex_h on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/4#post-10710</link>
			<pubDate>Thu, 23 Aug 2012 12:40:50 +0000</pubDate>
			<dc:creator>alex_h</dc:creator>
			<guid isPermaLink="false">10710@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hey emibap,&#60;/p&#62;
&#60;p&#62;I've just had a chance to try out your dynamic atlas generator, seems like it could be very useful!&#60;br /&#62;
Previously I have always used the awesome TexturePacker software. One really useful feature of TexturePacker is that it compares the images you add, and any ones that are found to be identical are only included once, but with multiple texture entries pointing to them in the XML. This is something that can really help cut down the amount of texture memory you end up using so can be quite a life saver! I was wondering whether it might not be possible to achieve the same result in your atlas generator by using the BitmapData.compare method to identify matching frames in the movieclips it scans? For some animations this could allow you to end up with a much smaller atlas.&#60;/p&#62;
&#60;p&#62;I did find when I tested the atlas generator with an animated dancing character that I ran into the issue mentioned in some posts above whereby the textures were being stretched and shrunk at various points throughout the animation, and I had to use the workaround of sticking a transparent square on a background layer to ensure all the frames came out at the correct size. I get the feeling something might still not be quite right with the way the bounds are being calculated or applied when the checkBounds parameter is set to true.&#60;/p&#62;
&#60;p&#62;cheers,&#60;br /&#62;
Alex
&#60;/p&#62;</description>
		</item>
		<item>
			<title>emibap on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/4#post-7520</link>
			<pubDate>Mon, 11 Jun 2012 01:12:43 +0000</pubDate>
			<dc:creator>emibap</dc:creator>
			<guid isPermaLink="false">7520@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hi,&#60;br /&#62;
Thank you very much. I think you're right, I overlooked that detail. I'll change it as soon as possible.&#60;/p&#62;
&#60;p&#62;Cheers
&#60;/p&#62;</description>
		</item>
		<item>
			<title>RRAway on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/4#post-7519</link>
			<pubDate>Mon, 11 Jun 2012 00:59:01 +0000</pubDate>
			<dc:creator>RRAway</dc:creator>
			<guid isPermaLink="false">7519@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Your current implementation assumes that all children will be MovieClips. This is not always the case, and I don't think it needs to be implemented that way anyway.&#60;/p&#62;
&#60;p&#62;Using single frame objects, items can be exported from the IDE as FlexSprites rather than MCs. This will break your DynamicAtlas.&#60;/p&#62;
&#60;p&#62;FlexSprites still inherit from DisplayObject and support IBitmapDrawable (as do all the native DOs I think?). Changing support to DO also gives better flexibility for anything else that we might want to do at runtime (composition of stuff, static TF text, who knows...).&#60;/p&#62;
&#60;p&#62;I have submitted a patch to change this behaviour, though feel free to change the implementation if it's not to your taste.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>NeedNap on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/4#post-7095</link>
			<pubDate>Thu, 31 May 2012 09:04:14 +0000</pubDate>
			<dc:creator>NeedNap</dc:creator>
			<guid isPermaLink="false">7095@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hi emibap,&#60;br /&#62;
your idea is better than my code; it's a next step to the performance optimization process.&#60;/p&#62;
&#60;p&#62;I'll try to do that!&#60;/p&#62;
&#60;p&#62;Coming back to my problem, I had debug the application on my iPhone and there aren't errors: all works fine but the images are not displayed.&#60;br /&#62;
When I try my code in the Flash Builder emulation environment all works fine!&#60;/p&#62;
&#60;p&#62;So I think the problem is not in the save/load images...&#60;/p&#62;
&#60;p&#62;However I tried to show the loaded images using regular DisplayList object but the result is the same: the images are not displayed!&#60;/p&#62;
&#60;p&#62;Thank you for your tips,&#60;br /&#62;
I hope you can help me to find a solution  &#38;lt;img src=&#38;quot;http://forum.starling-framework.org/my-plugins/bb-smilies/default/icon_wink.gif&#38;quot; title=&#38;quot;;)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; 
&#60;/p&#62;</description>
		</item>
		<item>
			<title>emibap on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/4#post-7081</link>
			<pubDate>Wed, 30 May 2012 23:33:31 +0000</pubDate>
			<dc:creator>emibap</dc:creator>
			<guid isPermaLink="false">7081@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hi,&#60;/p&#62;
&#60;p&#62;First one idea: Wouldn't it be better if your saved a spritesheet (a png and an xml file) instead of multiple images. I know its harder to achieve but a lot better in terms of future use and performance. In fact this was an idea that I'm considering. Sam Rivello suggested it some months ago.&#60;/p&#62;
&#60;p&#62;The first time the app is started means that it's using the Dynamic Atlas right? You get the error when loading the files then.&#60;br /&#62;
If the files are being generated you might want to check the way you are saving/loading them.&#60;/p&#62;
&#60;p&#62;I'll try to take a look at your code, but in the meantime try to load that image as a BitmapData and add it to the regular Display List as a Bitmap, just to make sure that there are no issues with the image generation.&#60;/p&#62;
&#60;p&#62;Cheers
&#60;/p&#62;</description>
		</item>
		<item>
			<title>NeedNap on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/3#post-7033</link>
			<pubDate>Wed, 30 May 2012 10:27:52 +0000</pubDate>
			<dc:creator>NeedNap</dc:creator>
			<guid isPermaLink="false">7033@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hi to everyone,&#60;br /&#62;
I used DynamicAtlas to maintain a single vector assets version and manage for every device resolution.&#60;/p&#62;
&#60;p&#62;This is a great extension!&#60;/p&#62;
&#60;p&#62;I try to save locally a bitmap &#34;device specific version&#34; of every asset, the first time it is used.&#60;/p&#62;
&#60;p&#62;It works fine on the desktop emulation player, but if I try this features on a device, the second time I get the image from local disk but it doesn't show anything.&#60;/p&#62;
&#60;p&#62;The function I create is:&#60;/p&#62;
&#60;p&#62;...&#60;/p&#62;
&#60;p&#62;public static function getImage(name:String):Image&#60;br /&#62;
{&#60;br /&#62;
  var retImg:Image;&#60;/p&#62;
&#60;p&#62;  if (sTextures[name] == undefined)&#60;br /&#62;
  {&#60;br /&#62;
    //check if exists a local png file (saved in the past)&#60;br /&#62;
    var fl:File = File.documentsDirectory.resolvePath(name + &#34;.png&#34;);&#60;br /&#62;
    if (fl.exists)&#60;br /&#62;
    {&#60;br /&#62;
      //load imge from disk&#60;br /&#62;
      sTextures[name] = Texture.fromBitmapData(loadLocalPNG(name));&#60;br /&#62;
      retImg = new Image(sTextures[name]);&#60;br /&#62;
    }&#60;br /&#62;
    else&#60;br /&#62;
    {&#60;br /&#62;
      if (_spriteSheet == null)&#60;br /&#62;
      {&#60;br /&#62;
        _spriteSheet = new SpriteSheet();&#60;br /&#62;
	_textureAtlas = DynamicAtlas.fromMovieClipContainer(_spriteSheet, 1, 0, true, false);&#60;br /&#62;
      }&#60;/p&#62;
&#60;p&#62;      sTextures[name] = _textureAtlas.getTextures(name)[0];	//N.B.: I use ONLY the first frame of the named movieclip&#60;/p&#62;
&#60;p&#62;      //save local PNG copy&#60;/p&#62;
&#60;p&#62;      retImg = new Image(sTextures[name]);&#60;/p&#62;
&#60;p&#62;      saveLocalPNG(name, copyAsBitmapData(retImg));&#60;br /&#62;
    }&#60;br /&#62;
  }&#60;/p&#62;
&#60;p&#62;  return retImg;&#60;br /&#62;
}&#60;/p&#62;
&#60;p&#62;private static function loadLocalPNG(name:String):BitmapData&#60;br /&#62;
{&#60;br /&#62;
  var ba:ByteArray = new ByteArray();&#60;br /&#62;
  var file:File = File.documentsDirectory.resolvePath(name + &#34;.png&#34;);&#60;br /&#62;
  var fileStream:FileStream = new FileStream();&#60;br /&#62;
  fileStream.open(file, FileMode.READ);&#60;/p&#62;
&#60;p&#62;  while (fileStream.bytesAvailable &#38;gt; 0)&#60;br /&#62;
    fileStream.readBytes(ba, fileStream.position, fileStream.bytesAvailable);&#60;br /&#62;
  fileStream.close();&#60;/p&#62;
&#60;p&#62;  var png:PNGDecoder = new PNGDecoder();&#60;br /&#62;
  return png.decode(ba);&#60;br /&#62;
}&#60;/p&#62;
&#60;p&#62;...&#60;/p&#62;
&#60;p&#62;The Image object returned by the function has the correct width and height size but the following code show the image only the first time the app is started:&#60;/p&#62;
&#60;p&#62;...&#60;br /&#62;
var myUfo:Image = AssetsManager.getImage(&#34;Ufo&#34;);&#60;br /&#62;
addChild(myUfo);&#60;br /&#62;
...&#60;/p&#62;
&#60;p&#62;If I open the Organizer, inside Xcode, and I select the app installed on the connected device, I can see the png files created (in the Documents folder): they are well generated.&#60;/p&#62;
&#60;p&#62;What can I do to solve my issue?&#60;br /&#62;
Thanks
&#60;/p&#62;</description>
		</item>
		<item>
			<title>emibap on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/3#post-5879</link>
			<pubDate>Thu, 03 May 2012 20:57:07 +0000</pubDate>
			<dc:creator>emibap</dc:creator>
			<guid isPermaLink="false">5879@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hi Jonathan,&#60;/p&#62;
&#60;p&#62;Can you PM me a sample of the issue? Thanks!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>JonathanTremblay on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/3#post-5878</link>
			<pubDate>Thu, 03 May 2012 20:33:50 +0000</pubDate>
			<dc:creator>JonathanTremblay</dc:creator>
			<guid isPermaLink="false">5878@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;I'm trying to use Dynamic Texture Atlas with the checkBounds parameter set to true. It does help to maintain scaling proportions, however it creates some playback problems: some frames seems to be skipped during playback (when it loops). The framerate of the app is not affected, but the movie clip playback is not smooth. If I keep the checkbounds parameter to false, the playback is perfect.&#60;br /&#62;
As a workaround, I created an almost invisible rect around my movie clip to keep the same rect during all the animation and it works... But this doesn't seem to be the best way to go in terms of optimisation.&#60;br /&#62;
Any ideas? Thanks.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>srivello on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/3#post-3525</link>
			<pubDate>Thu, 15 Mar 2012 14:34:50 +0000</pubDate>
			<dc:creator>srivello</dc:creator>
			<guid isPermaLink="false">3525@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Here is a great new tutorial using this extension.&#60;/p&#62;
&#60;p&#62;CREATE DYNAMIC TEXTURE ATLASES FROM VECTOR AT RUN-TIME&#60;br /&#62;
--&#60;br /&#62;
&#60;a href=&#34;http://www.rivellomultimediaconsulting.com/starling-framework-use-flash-display-movieclip-with-dynamictextureatlasgenerator/&#34; rel=&#34;nofollow&#34;&#62;http://www.rivellomultimediaconsulting.com/starling-framework-use-flash-display-movieclip-with-dynamictextureatlasgenerator/&#60;/a&#62;
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Daniel on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/3#post-3202</link>
			<pubDate>Thu, 08 Mar 2012 14:13:38 +0000</pubDate>
			<dc:creator>Daniel</dc:creator>
			<guid isPermaLink="false">3202@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Thanks a lot for that suggestion! You're right, this might be a valuable addition. I'll think about that!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>jumprock on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/3#post-3110</link>
			<pubDate>Mon, 05 Mar 2012 15:57:58 +0000</pubDate>
			<dc:creator>jumprock</dc:creator>
			<guid isPermaLink="false">3110@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hi Daniel, thanks for the info. &#60;/p&#62;
&#60;p&#62;So it does sound like it's a case of manually plugging in co-ords for a hit zone on each of the character animation cycles (though generally I try to keep the same hit zone for all the characters cycles in most cases). Makes sense, I guess if you committed to using a &#34;HitZone&#34; subclass of Starling's Sprite or MovieClip classes you could tweak the dynamic atlas builder to generate this data off an internal marker clip also (which is what I do). I think it would be a good addition - pretty standard coding problem to face.&#60;/p&#62;
&#60;p&#62;On that note it would also be good to be able specify a child (with a reserved name) to act as a frame so you can control the perimeter of the sprite capture and force particular sizes if you have the need. I've aslo found that sometimes capturing elements on stage freaks out Flash a bit and it can return an area that is actually a lot bigger than the visible pixel bounds.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Daniel on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/3#post-3102</link>
			<pubDate>Mon, 05 Mar 2012 12:00:17 +0000</pubDate>
			<dc:creator>Daniel</dc:creator>
			<guid isPermaLink="false">3102@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;To add some kind of hit zone, you currently have to override the &#34;hitTest&#34; method and check the coordinates. (Like the &#34;RoundButton&#34; class in the demo project does.) If you can create the hit zone with rectangles, you could create a sprite with quads (alpha=0), and forward the hit test to that sprite.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>jumprock on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/3#post-3083</link>
			<pubDate>Mon, 05 Mar 2012 08:23:51 +0000</pubDate>
			<dc:creator>jumprock</dc:creator>
			<guid isPermaLink="false">3083@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;This is a great idea for Starling and something I've been doing on my own projects for a while. It maintains the core magic of flash (being a vector tweening engine) and combines it with the speed benefits of bitmap data. &#60;/p&#62;
&#60;p&#62;One thing I'd suggest that would be a good addition is an optional hitzone marker (with a reserved name) that can be placed within the MCs to specify a square hit area. Not sure if there is any provision for something like that within Starling, but it's what I do on my own projects and works well for characters that are not visually contained strict circle or square shapes.&#60;/p&#62;
&#60;p&#62;Currently it's one thing that is keeping me from jumping on Starling right now so I'd be interesting in learning how you achieve this currently (ie - how do you specify the hit zone of a starling sprite, is it only possible by plugging in co-ords manually or is there some kind of visual marker based system).&#60;/p&#62;
&#60;p&#62;Keep up the awesome work, will be following!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Noradrenaline on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/3#post-3040</link>
			<pubDate>Sun, 04 Mar 2012 01:31:06 +0000</pubDate>
			<dc:creator>Noradrenaline</dc:creator>
			<guid isPermaLink="false">3040@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;What a tasty game xD&#60;/p&#62;
&#60;p&#62;Tweening must provide an important gain in file size and RAM consumption over what I've been testing in the past. I'll see if I can find some articles so I don't have to work out all details from scratch. Thanksalot!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Andreas Loew on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/3#post-3037</link>
			<pubDate>Sat, 03 Mar 2012 21:39:03 +0000</pubDate>
			<dc:creator>Andreas Loew</dc:creator>
			<guid isPermaLink="false">3037@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Right - vector *is* smaller (well - in most cases at least  &#38;lt;img src=&#38;quot;http://forum.starling-framework.org/my-plugins/bb-smilies/default/icon_wink.gif&#38;quot; title=&#38;quot;;-)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt;  )&#60;/p&#62;
&#60;p&#62;Currently I do the animation quite simple... I have the limbs and attach them relative to each other. Hand at arm, arm at body etc. They can move x,y and rotate. Attached limbs rotate with it's parent.&#60;/p&#62;
&#60;p&#62;Then I have several final positions saved and interpolate the animation between them.&#60;br /&#62;
(I am currently doing this in cocos2d but things should work the same with flash)&#60;/p&#62;
&#60;p&#62;You can see it in action here: &#60;a href=&#34;http://www.turtletrigger.com/&#34; rel=&#34;nofollow&#34;&#62;http://www.turtletrigger.com/&#60;/a&#62; at 0:30
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Noradrenaline on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/3#post-3033</link>
			<pubDate>Sat, 03 Mar 2012 15:53:02 +0000</pubDate>
			<dc:creator>Noradrenaline</dc:creator>
			<guid isPermaLink="false">3033@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;I think there was a misunderstanding, I meant that spritesheets consume a lot more memory than vector animations.  &#38;lt;img src=&#38;quot;http://forum.starling-framework.org/my-plugins/bb-smilies/default/icon_smile.gif&#38;quot; title=&#38;quot;:)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; &#60;/p&#62;
&#60;p&#62;Usually it's not a problem but in my situation where there was a bunch of character orientations required for every single animation, along with a bunch of different characters, I had to keep an eye on RAM and file size (for download times). I decided to fix size issues with a dynamic atlas generator because shipping the graphics as vectors was so much smaller. I'm all ears if you know a way to use pre-generated texture atlases that aren't too big compared to vectors. Like... is Adobe Texture Format released yet? Or whatever. I'd rather not convert MovieClips at runtime if I could avoid to.&#60;/p&#62;
&#60;p&#62;Your second paragraph is interesting, that's my understanding of what is an armature model in 2D. Would you happen to have a texture atlas sample waiting in your hard drive? One illustrating that animated &#34;2D armature&#34; thing to make sure I understand properly.&#60;/p&#62;
&#60;p&#62;Thanks either way  &#38;lt;img src=&#38;quot;http://forum.starling-framework.org/my-plugins/bb-smilies/default/icon_smile.gif&#38;quot; title=&#38;quot;:)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; &#60;/p&#62;
&#60;p&#62;PS: sHTiF might have meant animated 3D armature models. We create the model, animate it, then add a mesh to it and export separate body parts (animated) to sprite sheets. One sprite sheet per body part per mesh, later merged into one.&#60;br /&#62;
It's an interesting workflow, I don't know how to use 3DS Max or any other program to achieve that though :/ (If anyone has links I'd be happy to hear them of course)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Andreas Loew on "Dynamic Texture Atlas Generator - Starling extension"</title>
			<link>http://forum.starling-framework.org/topic/dynamic-texture-atlas-generator-starling-extension/page/3#post-3030</link>
			<pubDate>Sat, 03 Mar 2012 14:34:44 +0000</pubDate>
			<dc:creator>Andreas Loew</dc:creator>
			<guid isPermaLink="false">3030@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;@Noradrenaline About memory usage: you are quite wrong in that point. TexturePacker's sprite sheets are usually way smaller than a set of isolated sprites since better packing can be applied.&#60;br /&#62;
You an also reduce memory by reducing color depth if your sprites allow what.&#60;/p&#62;
&#60;p&#62;I compose my characters from different sprite sheets and that works well. E.g. having the head separated from the body which is more or less static, then add arms and weapons, walking animation.
&#60;/p&#62;</description>
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