Table of Contents

Class TextureAtlas

Namespace
Fantas
Assembly
Fantas.dll

A set of Textures grouped You can use Texture atlas when you have a set of textures that need to be loaded together. On old devices this can help to save VRAM, since all only one texture is loaded into the GPU and the small textures are bits of the main texture atlas.

public sealed class TextureAtlas : IDisposable
Inheritance
TextureAtlas
Implements
Inherited Members

Properties

TextureNames

Return all the names inside the TextureAtlas

public string[] TextureNames { get; }

Property Value

string[]

Methods

Dispose()

Dispose Texture Atlas from VRAM

public void Dispose()

~TextureAtlas()

Finalizer

protected ~TextureAtlas()

FromName(string)

Loads a texture from Atlas by Name If the texture isn't found in the Atlas, the load wil fallback to loading the texture as asset/file

public Texture FromName(string textureName)

Parameters

textureName string

Returns

Texture

Load(string)

Load atlas by Name

public static TextureAtlas Load(string atlasName)

Parameters

atlasName string

asset lookup name

Returns

TextureAtlas

LoadBinaryFromResource(Assembly, string, float)

Load binary Atlas (with Crunch format) from resource

public static TextureAtlas LoadBinaryFromResource(Assembly assembly, string name, float scale)

Parameters

assembly Assembly

Assembly with .bin and the image resource

name string

asset lookup name

scale float

texture scale

Returns

TextureAtlas