I want to load an image atlas I have already stored in my computer as a single image into an application. All of the tutorials I have found so far use the creating folder with the .atlas extension. I already have an image atlas. Do I have to break it up into smaller images or is it possible to use it as it is?
This is the image I am referring to:
Just to make it clear, I am not building a game.
Edit
So, what I want basically is to pick one of the squares inside of the atlas image, and use it to create an image that would appear inside the clear view you see in the screenshot
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So I am trying to create an atlas using QGIS and I am trying to create a shape that is unique to a single page (the red circle). Naturally, it should show up on the other pages as well. I want it to display only on one page, or better yet, I just want it on a few selected pages. Is this possible? Thanks in advance!
I’m trying to create an AR image to project on a wall from a Gigapixel image. Obviously Xcode crashes if I try to load the image as a material. Is there an efficient way to load only parts of the image that the user is looking at?
I'm using Swift 4.
This may not do exactly what you want, and you might need to roll-your-own way of parsing and passing data between Core Animation and SceneKit, but this is native, and is designed to handle large images and texture data sources, and feed them out asynchronously, and/or on a demand based basis:
https://developer.apple.com/documentation/quartzcore/catiledlayer
I've got a very large tileset with over 200 different 64x64 tiles. It would be practical to load them in a C# script, I've tried the following (for-loop):
tileset[x] = Resources.Load<Sprite>("Sprites/Tileset/Tileset_" + x);
Where in my asset folder, Sprites is the folder where Tileset.png is. Tileset.png is sliced in a grid (64x64) in I see Unity has sliced all the tiles correctly.
Is there a way I can load them, and put them in a Sprite array (Sprite[]) in code? What would be the correct path?
Looking for correctness? Then batching is caring...
If loaded individually, each tile will cost you a draw call. I would recommend that you look at creating spritesheets to batch the loading and rendering or these tiles. We have been using TexturePacker to load images for our apps and displaying 200+ images at once with one load call, one draw call and great performance. Alongside the app to create the spritesheets, there's a Unity Plugin on the asset store to load and manage them.
Note: we use the pro version.
Otherwise you can just load all the resources at a given path with Resources.LoadAll
I'm trying to create segmented parts of an image... like the top right square of an image can be highlighted or clicked on while the rest of the image isn't. I tried to google this stuff and I found codes related to container but I'm not sure if that's what I want.. How can I make parts of image segmented so I can fire events on mouseover/mouseselect etc...
You could either define a hitArea (http://www.createjs.com/Docs/EaselJS/classes/DisplayObject.html#property_hitArea) if your image only requires one segment or if you want multiple clickeable areas on one image: Split up the image through using multiple Shapes via beginnBitmapFill (an example for bitmapFill can be found here: http://jsfiddle.net/lannymcnie/nmLhu/) and then put the listeners on the individual shapes.
I have to work with image which is coming from some server. We want to process that image so that we can find out does it contain any specific color region.
Is there any way so that the image coming from server will be overlaid image & on device side we can process it to check if it contains those overlays?
I have never being worked on quartz stuff. If anybody can suggest some other solution?
There are several ways to do this depending on how complex you wish to get. OpenCV has image blocking which can segregate images into distinct regions. Or check out Image tools especially blob extraction and then look at the general pixel colouration in a single blob.