![]() Pack small drawings into the atlas we need. The next part of this article is about unity 2018.2.5f1 (64 bit) and TexturePacker 5.2.0, the latest version Another familiar method is packaged with TexturePacker tool. There is another article about the first method for you. One is to use the external plug-in TexturePacker to package pictures and use them One is to use the system's own packaging tool sprite packer There are two ways to package and use the atlas in UGUI: When using UGUI, we also need to package small graphs into atlas to reduce Drawcall (like coco2d-x, package into atlas for one-time loading in exchange for image reading efficiency). We often hear that it is to package the atlas in NGUI. ③, loading or unloading multiple images at one time, improving the operation efficiency ②, pictures of different modules can be classified ①, reduce performance consumption and improve processing efficiency Obviously, this is very performance consuming. In GPU, if we want to draw an image, we need to submit the image (texture) to display memory, and then draw it (in this process, a DrawCall will be generated), that is to say, if we want to draw 100 pictures, we need to generate 100 drawcalls. As we all know, CPU is used to process the logical operation of the game, while GPU is used to process the image in the game.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |