Re: Allocation of 2D space

Brian Meidell <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
I've been using it like that, and it works just fine.

On 2009-08-14, at 20.51, David Bennett wrote:

> One aspect of this algorithm that I'm curious about is:
>
> Does the input texture need to be square?
>
> If it turns out that you can pack all the rectangles into a k*(k/2)  
> sized texture rather than a k*k texture (where k is a power-of-2)  
> that would be a significant savings.
>
> Thanks,
>
> David Bennett
> NAMCO BANDAI Games America Inc.
>
> -----Original Message-----
> From: Brian Meidell [mailto:[email protected]]
> Sent: Friday, August 14, 2009 11:21 AM
> To: Game Development Algorithms
> Subject: Re: [Algorithms] Allocation of 2D space
>
>
> I ended up using this algorithm, and I'm quite happy with it.
>
> Thanks again for the suggestions!
>
> /Brian
>
> On 2009-08-13, at 23.24, Jim Scott wrote:
>
>> I can also vouch for this guy.  :)  Since using it for lightmaps  
>> there
>> I've also used it for more general texture atlases and for runtime
>> font
>> glyph packing in Guild Wars.  It's definitely fast enough for runtime
>> use.
>>
>> -----Original Message-----
>> From: Ivan-Assen Ivanov [mailto:[email protected]]
>> Sent: Tuesday, August 11, 2009 3:01 PM
>> To: Game Development Algorithms
>> Subject: Re: [Algorithms] Allocation of 2D space
>>
>>> Try this: http://www.blackpawn.com/texts/lightmaps/default.html
>>
>> +1
>>
>> We use this to build a UI cache texture at runtime; packs reasonably
>> well and is very fast.
>>
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>
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