![]() load ( "fonts/yellow64.fnt", BitmapFont. Pass that parameter as the third argument to "load"ĪssetManager. BitmapFontParameter fontParameter = new BitmapFontLoader. Create a BitmapFontParameter, pointing to your atlasīitmapFontLoader. No other code changes were required! // 1. Pass that parameter as the third argument to the AssetManager load() function.įor my game, this is how I updated all 4 fonts. Create a BitmapFontParameter object, and set the atlasName property to the internal filepath of your texture atlas definition file (normally a. If you're using an AssetManager to load your resources, it only takes a couple lines of code to update your fonts to use the Texture Atlas. We won't be including those PNG files in our assets anymore, so we need to tell the BitmapFont classes where to find the atlas. ![]() fnt file references the PNG that was generated with it. When you create Bitmap fonts with tools like Hiero, the. Tell your Bitmap Font to use the new atlas
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