Private function convert(atlasXML:XML, atlasBitmapData:BitmapData):XMLĬonst subTextures:XMLList = atlasXML.SubTexture įor each(var SubTexture:XML in subTextures) Since some special characters can't be used in file names, see the LONG_NAME_TO_CODE constant for conversion. The sub-textures need to be named after the character that they represent (so a.png to display lowercase a, b.png for b, etc.). It's been a while since I used it, but I don't think there have been major changes to either format since then, so it should work. I wrote a little Flex app to convert a Starling texture atlas exported from Texture Packer into the proper format for a bitmap font. I customized a font in Photoshop and exported PNGs, but I wanted to end up with a bitmap font. I had a similar requirement for one of my old games.
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