So currently I’m learning how to use LibGDX and I’m looking at the texture packer.
[quote]If true, TexturePacker will attempt more efficient packing by rotating images 90 degrees. Applications must take special care to draw these regions properly.
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Q1: Why is packing more efficient if the rotate setting is set to true and images are rotated 90 degrees?
Packing a 128x96px tile sheet generates a 128x128px tile sheet.
Q2: Should I limit the max height to 96px, and also how does the PNG file created have a lesser size to that of the original?
EDIT: Fixed the tile sheet size (I set pot to false).
Bonus Q3: Previously in Java2D I loaded tiled maps with a .txt file. Having not used a map editor before, I decided to try out tide. Upon saving a tiled map as a .XML file, I could either choose to use XML encoding or base64 encoding with the option of gzip or zlib compression. With a little research I found that the com.badlogic.gdx.utils.Base64Coder class can be used to decode base64.
So, how much of a difference does it make to use base64 encoding, with or without any compression compared to pure XML?