Hi everyone!
I've some trouble understanding how polygon packing works for the texture generation. I see that the way the spine user generates meshes affect also the size of the texture.
The question I have it's related to the LibGDX format itself, actually, it seems that the "Spine TexturePacker" works differently from "CodeAndWeb TexurePacker", while the embedded one allows generating atlases with polygon division (while not saving vertex info) the CodeAndWeb one doesn't permit to check the option.
The reasons why I would like to use the "code and web" one are two:
- because we use an automated solution to parse and generate all the game assets
- because the way elements are arranged in the atlas by the embedded txpkr it's a bit crazy. I've attached an example to explain what I mean saying "crazy".
I hope you understood me,
thanks in advance for the help,
Nic.