I'll try to put something together for you, Andreas. =)
Creating ATF files with TexturePacker(68 posts) (22 voices)
Andreas, thanks for the latest updates.
Being able to create my ATF's in TexturePacker is great for my workflow. We also use it for CSS too...killer
I am using the latest 3.5.2 version on OSX 10.9.5 and Windows 8
I get this error on both OSX and Windows
"Invalid pixel format for quant_nn"
when I select ATF for any of the following
I don't get the error if I select the any of the same with no alpha or just PVRTC4 which allows alpha.
I am only testing on my iPad at the moment so it works of course but ultimately I'd like to use Android too.
Thanks for the help
same issue here...
what's more: when I package using pvrtc4 (ios only) it compiles, but the the assets 1x aren't getting loaded in Starling/AIR, error message:
Error #2044: Unhandled ErrorEvent:. text=Error #3677: Texture decoding failed. Internal error.
I get the error message both when debugging in AIR simulator & on device (non retina)
however the 2x (retina) assets are working just fine, puzzled....
ok it seems enabling mipmaps on the 1x texture seems to resolve the issue... Not sure why that is though...
I set the mipmap min size to 1024 (for a 2048x2048 texture) not sure if that is the best option?
Should I enable the mipmap settings on the 2x atlas also?
The "quant_nn" problem is a bug I've already fixed. You can currently work around it by disabling "Reduce border artefacts".
We've also fixed the second issue with the mip map levels. Thanks to Daniel who gave me the hint about what was wrong here.
The documentation of ATF as available in the SDK 1.4 is not valid. png2atf creates files by writing values to the undocumented "Reserved" field...
We've adapted TexturePacker to write files identical with png2atf and hope to fix he issues with this.
With these settings creating ATFs with no mipmap levels should work.
We've planned to do a new TP release on Monday or Tuesday.
Everyone who would be interested in trying a beta version is welcome. It would help to get some feedback about the latest fixes - especially how they behave on different targets since we can't test on Android.
Simply write to support at codeandweb.com - we'll send you a copy tomorrow.
Thanks for the quick fixes.
I can confirm that the error "Invalid pixel format for quant_nn" is now gone
You rock Andreas
@AndreasLoew Thanks for the update we purchased an upgrade to our account today, keep it up!
Your hard work has made AIR development much better and easier than ever!
I'm sorry to say I'm finding it difficult to get good quality pvrtc4 atf files using tp compared to using the adobe png2atf tool...
I'm using tp 3.5.3 with ATF format, best quality.
png2atf -c p -n 0,0 -i ./1x/UIAtlas.png -o ./1x/UIAtlas.atf
I did generate the png atlas with tp...
the quality of the png2atf output atf file is distinctively better
I would be more then happy to send you the source files for comparison, if you like?
Sure - send them over.
Can you also send the .tps file or the settings you used in TexturePacker?
Thanks - I've had a closer look at the images - there are several differences - but I could not really say which one has the better quality.
The difference to png2atf comes from a different pvrtexlib that the tools use.
PVRTC compression is a method that is based on finding a local optimum. So different versions of the packer lib might lead to different local optima.
Which usually means that one part of the images improves while the other suffers...
PVRTC is great for backgrounds and blurry or fast moving objects.
In general I would propose not to use PVRTC for sprites or foreground objects. Use JPEG-XR with quality lossless instead.
Thank you so much for your efforts. I just bought Texture Packer today for the new ATF feature.
Thanks again for your great work.
hey I was just wondering when using Multipack (witch is awesome btw), is there a way of telling TP that for some Sprite to never be separate from one from the other?
Like for example, I have many PNG images, so TP will create 2 or 3 atlas, but I want to make sure that a.png and b.png are never in 2 separate atlas.
Or that all PNG file in a same folder must be in the same atlas or something.
I know the atlas may be less compact, but it would sure help to lower draw calls
We've already planned this feature but it takes some more effort.
Before we can start this we first require setting individual values on sprites. This opens all kinds of new features like distributing sprites for multipack, setting individual scale and paddings and much more...
ha ok, thx just wanted to make sure it wasn't something I missed
Hi Andreas. JXR Compression in texturepacker can take values in the range from 0 to 100, and attribute -q in png2atf from 0 to 180. What is the relation between these two quantities?
I don't know what png2atf is using internally - so it's hard to tell.
0 = loss less
1..100 = lossy compression
Where 1 is nearly lossless and 100 is well... I don't expect somebody to use it - at least not for sprites.
I am a customer of your software and now I think to do an update. Now I just create PNG atlas and optimize it via PNGoo app.
Did your TexturePacker consistently work with ATF? Can I use ATF atlases on iOS and Android at the same time? How good is the quality of textures?
ATF files are created and work. You can use the atlases on all devices.
The quality depends on your settings...
However I strongly recommend using JXR lossless compression instead of the platform specific codecs (PVRTC, ETC1, DXTn) if your memory usage allows it.
Could you tell how differ memory usage ATF compressed JXR lossless compression and PNG with alpha channel optimized PNGoo?
@astraport: PNG <-> JXR
Memory usage in RAM
Same - since both will be decompressed into RGBA8888 or RGB888
Memory usage on "disk"
Good question. This highly depends on the input data.
JXR also allows you to trade quality for memory:
TexturePacker has a quality slider that you can use for lossy JXR compression. This is similar to JPEG - the lower the quality the better the compression.
You'll have to try what fits your needs.
is it possible to add option for RAW compressed with alpha textures. Right now when you generate atf texture it's always compressed with alpha. It's smaller but on the other side there is a peformance penalty because before uploading to GPU it must be decompressed.
Choose pixel format RGB888 - this should give you textures without alpha channel.
png2atf from adobe got two options one option is for choosing which block compression you want to use(PVRTC, DXT5, ETC1) and second is if you want to compress it also with JPEG-XR+LZMA. RAW compressed texture is without LZMA and compressed texture is with LZMA. If i create texture using TexturePacker it is always compressed texture, i cannot choose that i want RAW compressed texture. I can't use pixel format RGB888 because i want PVRTC4.
Is there any chance that you will add there option for RAW compressed texture?
Hello Andreas. Could you please answer darebak's question because in our company we are considering to use TexturePacker to create ATF files because you support higher quality of PVRTC compression but we are using format 5 in ATF - RAW Compressed With Alpha instead of 4 - Compressed With Alpha because of better performance during uploading to GPU.
0 = RGB888
1 = RGBA88888
2 = Compressed
3 = RAW Compressed
4 = Compressed With Alpha
5 = RAW Compressed With Alpha
Ok - we'll add an option to allow raw textures.
We are currently in crunch-mode to get a new product ready for shipping... so adding the feature might take a bit. But I've set it to high priority for the next TexturePacker update.
Thank you Andreas. We are looking forward to hearing from you soon
Wow! Great feature request, looking forward
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