Re: [Algorithms] Allocation of 2D space
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From: Brian M. <br...@ga...> - 2009-08-14 18:21:02
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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:iva...@gm...] > 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. > > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 > 30-Day > trial. Simplify your report design, integration and deployment - and > focus on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list |