Reputation: 1273
The Adobe docs for the new ATF SDK (http://www.adobe.com/devnet/flashruntimes/articles/atf-users-guide.html) state that the pvr2atf file is specifically designed to let you convert textures created with texturetool into ATF textures. I have a PNG texture (with transparency), and when I create an ATF with it directly, I get some odd artifacts around the edges of the non-transparent pixels. When I create a PVRTC texture with texturetool from the same source image, the preview generated by texture tool looks great. So, I was hoping I'd then be able to convert that into a clean ATF that I could then use on iOS in a Starling app.
However, when I use the texture created by this command:
texturetool -e PVRTC -o atlas0.pvrtc -p atlas0-preview.png -f PVR atlas0.png
pvr2atf complains:
Illegal pvrtc texture type.
(Hint 1: In PVRTexTool CL type needs to be OGLPVRTC4)
(Hint 2: In PVRTexTool UI select the 'OpenGL ES2.0' tab in the 'Encode Texture:' dialog and select 'PVRTC 4BPP')
Conversion failed!
I've tried a few different options to the texturetool, but have not managed to generate a single texture that pvr2atf doesn't have a problem with. Has anybody managed to do this? These tools are very new, and there's not a lot of info out there, aside from what Adobe has written (and in some cases their docs directly contradict the result of the tools, such as in the case of when transparency is supported).
I am downloading PVRTexTool now to see if I have better luck there, but I need this eventually to be automatible so needing a GUI tool would be a major bummer.
Upvotes: 2
Views: 1294
Reputation: 3487
For starters download the Imagination PowerVR SDK from here
Dont use texturetool, it isnt updated as much as this tool which is from the developers of PowerVR:
In here you will get a GUI version of the texture packing tool called PVRTexTool, thats much easier to use. In here you can open your PNG and then manipulate it including the format the texture is set to. Click the box at the top with the 3 yellow arrows pointing down to see compression formats
It would appear you need to use PVRTCII 4bpp which defines a compressed texture 4 bits per pixel for OpenGLES 2.0. This also allows you to see all the other formats and have a play around if that format doesn't work.
Upvotes: 1