CSS sprites are basically the same concept: The image is displayed on the page using the coordinates specified in your CSS, and only this area will be visible. It is easy to believe that a number of small images are likely to be less heavy in total file size than one containing all of...
How to: Handle Screen Rotation How to: Use Sprites Networking and Connectivity How to: Send an HTTP Request with Proxy How to: Use a Proxy Generated by Wsdl.exe How to: Use Sockets How to: Use the WebBrowser Control in the .NET Compact Framework ...
In TexturePacker'sGrid / Stripmode, sprites are packed as strip from left to right until the maximum texture width is reached. Then a new line of sprites is started, and the sprites are placed on a grid: Of course, you can increase theMax sizeof the texture to get all sprites packed ...
But even if you may have images that are only a few bytes in size, each one is giving your web server unnecessary work to do by sending an HTTP request. Each request contains a portion of overhead information that uses valuable site bandwidth. Using CSS sprites can reduce the number HTTP...
My take on sprites is that it does have to do with HTTP requests. Back in the day, requests were limited in how many could be made concurrently. Some felt that it was better to request one single (heavier weight) file and use CSS to position it than it was to make multiple requests...
CSS Sprites have been a hot topic for a long time now. The fact is that each image on a web page is a separate server request and you can dramatically increase the performance of a page by combining images and reducing that number of requests. In this screencast I’m going to show you...
Another Save As dialog will appear – enter “Sprites” again (SpriteHelper will add the .pshs extension automatically). If you didn’t have LevelHelper, you could use SpriteHelper to generate some code that would let you use the generated sprite sheet and physics data in your game, but ...
If you use sprites within a sprite sheet properly, rather than making one OpenGL ES draw call per sprite it just makes one per sprite sheet. In short – it’s faster, especially when you have a lot of sprites! Note: Want to learn more? Check out this polished and amusing video all...
If you use sprites within a sprite sheet properly, rather than making one OpenGL ES draw call per sprite it just makes one per sprite sheet. In short – it’s faster, especially when you have a lot of sprites! Note: Want to learn more? Check out this polished and amusing video all...
Switch back to Cocos Creator. In theAssetspanel at the bottom left, you should already see the sprite sheet. Cocos Creator automatically detects the sprite sheet and displays all the sprites it contains. To use a sprite, simply drag & drop it from theAssetspanel (bottom left) onto the sc...