Currently, supported texture atlas formats are .json
and .xml
.
{
"SubTexture": [
{
"y": 60,
"height": 53,
"x": 135,
"name": "lowerbody",
"width": 44
},
{
"y": 0,
"height": 99,
"x": 0,
"name": "upperbody",
"width": 60
}
],
"imagePath": "Robot.png",
"name": "Robot"
}
<TextureAtlas name="Warrior" imagePath="Warrior.png">
<SubTexture name="outerarm_upper" x="312" y="130" width="71" height="110"/>
<SubTexture name="outerarm_lower" x="385" y="227" width="61" height="81"/>
</TextureAtlas>
Just set Importer
name to TextureAtlasImporter
and Processor
name to SpriteSheetProcessor
, like below.
<Item Include="\Atlases\Warrior\Warrior.xml">
<Name>Warrior</Name>
<BuildAction>Compile</BuildAction>
<Importer Name="TextureAtlasImporter" />
<Processor Name="SpriteSheetProcessor">
<TextureFormat>Compressed</TextureFormat>
</Processor>
</Item>
Defaultly, TextureFormat
is Color
and to get best performance when rendering should be set to Compressed
. You can create custom Importer
library .dll
to support other texture atlas format.