![]() Also, you need to provide the mode of the image. You need to pass the string filename.jpg as a parameter to the save() method to convert image files in any format (PNG, GIF, BMP, TIFF, etc.) to JPG format. HSV (3x8-bit pixels, Hue, Saturation, Value color space) How to Convert an Image From PNG to JPG and JPG to PNG RGBA (4x8-bit pixels, true color with transparency mask) The pillow library supports 11 modes including the following standard modes: You should see some meaningful data with no errors:Īccording to the official pillow documentation, the mode of an image is a string that defines the type and depth of a pixel in the image. # Prints the height of the image (in pixels) # Prints the width of the image (in pixels) # Prints the size as a width and height tuple (in pixels) The Image module provides several other properties that you can use to get more information about the image. This is a good first step, as a sanity check, to ensure you have successfully installed the library on your system. The image that you passed as a parameter to the open() method will open up after you execute the code. Ps2.The Image format converter code is available in a GitHub repository and is free for you to use under the MIT License. i'm expecting always when you update new gpu patch with spine.^^/ In this case i can control image resolution by image_resolution parameter I tested like this page.vWrap = else if (direction = "xy") page.uWrap = page.vWrap = if(resolution != 1) Also supports some image processing tasks such as bias subtraction and flatfielding. It can convert to or from other image formats such as TIFF, JPG, BMP, and Photoshop PSD, and can create AVI animations from a sequence of images. In this case if divide 'resolution', it will be range over Supports 16 and 32 bit integer FITS images. ![]() In this case have to calculate to smaller basetexture.Īnd maybe 'resolution have to multiply when basetexture is 0.5x In my case i will be using one atlas and different PNGs like In this case there is not to need anything to calculate like below region.originalWidth = parseInt(tuple) / resolution region.originalHeight = parseInt(tuple) / resolution reader.readTuple(tuple) region.offsetX = parseInt(tuple) / resolution region.offsetY = parseInt(tuple) / resolution īecause atlas have all information to generate texture from basetexture Depending on what they are doing (of course) mipmapping will probably take care ensuring that the shader only samples from a 1024x1024 texture when it's onscreen on-canvas size is that or less and they can always for the texture to a smaller size by drawing it scaled by 50% to a temporary canvas which is then used as the source image for Pixi Regarding the OP's question I don't really understand the optimisation he/she is asking about. The Crunch library might help a bit, I've not dug to deep into what it's support is like the non-S3 formats it was designed for. And you'll probably end up playing around with each format tweaking the settings to find something that looks ok. alot of PowerVR chips will support the better looking PVRTC2 some will only support the lower quality PVRTC though). You might wind up with even more if you want to support subformats (eg. Thirdly, you have to support S3 (aka DXTn - I think this is what you meant by DDS(?!)) for desktops, PVRTC for iOS and a fraction of Android users (PowerVR chips only), Ericsson compression (ETC) and Android Texture Compression for the remainder and providing uncompressed/regular image fallbacks for Canvas and WebGL users where the browser doesn't provide the extensions required even if the hardware might support it. Even zipped/gzipped you wind up with files much bigger than the PNG files for the images despite the end result looking comparable (in terms of artifacts) to a JPEG with even more higher compression that'd be smaller again. Secondly, as it's not practical to do compression to these formats "on the fly" you end up with a with significantly bigger files to download - you don't even get the quarter of the size of the base image I mentioned before as the files need to include compressed versions of all the mip levels (which for uncompressed textures can be generated automatically). Hi Ivan - I notice you've been recommending texture compression a few times now and I'm not sure it makes sense for the kinds of uses you seem to be suggesting it for.įirstly, while your textures might take up a quarter of their uncompressed size in "video memory" - HTML5 games typically don't have hundreds or even tens of megabytes of uncompressed texture data to really benefit from this kind of optimisation. Use it only when you prepare different resolutions and in the loader, then it will work automagical The point is - you dont have to use "resolution" variable inside the game. It reduces texture size in videomemory which can be helpful in your case. ![]() Texture compression ( ) can be used if you convert PNG to DDS (windows) and PVR (iOS). There's an option to generate different JSON files and atlases in texturePacker.
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