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@ -2600,7 +2600,7 @@ It is good for static assets, which need to be loaded at the very beginning and
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In other cases, it is better to use dynamic range.
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If reserved range buffer limit has been reached, dynamic range will be used by default.
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* ``loadTileset(file, tile_px_w, tile_px_h, reserved?)``
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* ``loadTileset(file, tile_px_w, tile_px_h[, reserved])``
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Loads a tileset from the image ``file`` with give tile dimensions in pixels. The
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image will be sliced in row major order. Returns an array of ``TexposHandle``.
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@ -2618,7 +2618,7 @@ If reserved range buffer limit has been reached, dynamic range will be used by d
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get the ``texpos`` for your texture. ``texpos`` can change when game textures are
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reset, but the handle will be the same.
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* ``createTile(pixels, tile_px_w, tile_px_h, reserved?)``
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* ``createTile(pixels, tile_px_w, tile_px_h[, reserved])``
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Create and register a new texture with the given tile dimensions and an array of
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``pixels`` in row major order. Each pixel is an integer representing color in packed
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@ -2626,7 +2626,7 @@ If reserved range buffer limit has been reached, dynamic range will be used by d
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``reserved`` is optional boolean argument, which indicates texpos range.
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``true`` - reserved, ``false`` - dynamic (default).
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* ``createTileset(pixels, texture_px_w, texture_px_h, tile_px_w, tile_px_h, reserved?)``
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* ``createTileset(pixels, texture_px_w, texture_px_h, tile_px_w, tile_px_h[, reserved])``
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Create and register a new texture with the given texture dimensions and an array of
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``pixels`` in row major order. Then slice it into tiles with the given tile
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