You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Scenario:
I want to pack polygon Texture Coordinates.
For that I go through each polygon and return the packed rectangle's absolute pixel rectangle coordinates back to the polygon and are later transformed to UV coordinates by dividing by the dimensions of the resulting bounds later.
However, since I do not know how many rectangles I am about to pack, I can't have a "upper limit" for the bounds. For this reason, I would welcome a method to add a List<PackedRectangle> to an already existing Packer which just adds the Packed Rectangles to the packer's internal list. (if the rectangles do not fit because the bounds are too small, just throw an exception?)
This way, The Bounds can grow without invalidating previous packed rectangles.
The text was updated successfully, but these errors were encountered:
Scenario:
I want to pack polygon Texture Coordinates.
For that I go through each polygon and return the packed rectangle's absolute pixel rectangle coordinates back to the polygon and are later transformed to UV coordinates by dividing by the dimensions of the resulting bounds later.
However, since I do not know how many rectangles I am about to pack, I can't have a "upper limit" for the bounds. For this reason, I would welcome a method to add a
List<PackedRectangle>
to an already existing Packer which just adds the Packed Rectangles to the packer's internal list. (if the rectangles do not fit because the bounds are too small, just throw an exception?)This way, The Bounds can grow without invalidating previous packed rectangles.
The text was updated successfully, but these errors were encountered: