问题
How exactly works the split
parameter in a skin.atlas
file. Libgdx
texture packer creates these from 9-patches
I believe. I need to manually add these sometimes (when using the texturepacker in the linked tag or when manually inserting/editing a texture) and cant seem to figure it out how they exactly work. Sometimes a single pixel makes my elements disappear or does not fill the split.
Here is a example files:
roundtext138.png
format: RGBA8888
filter: Nearest,Nearest
repeat: none
button
rotate: false
xy: 0, 0
size: 46, 46
split: 22, 22, 22, 22
orig: 46, 46
offset: 0, 0
index: -1
回答1:
The Libgdx texture packer should generate the split/padding parameters you see in the atlas from the metadata in the .9.png
file. Those numbers represent the startX, endX, startY, endY
of the stretchable area (the middle section of the 9-element grid). See the source code that generates the splits
array for more details. (You can see the splits information being written out to the atlas in TexturePacker.java.)
回答2:
I hope this image could solve your problems ! a,b,c,d are the 4 parameters
来源:https://stackoverflow.com/questions/26203545/split-parameter-in-a-texture-atlas-file