From 1ac7fc3eca67706c434c77c07dc069e973d01228 Mon Sep 17 00:00:00 2001 From: Amrit <33424649+Spaceface16518@users.noreply.github.com> Date: Wed, 12 Feb 2020 14:42:41 -0600 Subject: [PATCH 1/3] Fix typo in README.md --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 639a4dc..575ff5c 100644 --- a/README.md +++ b/README.md @@ -57,7 +57,7 @@ pub struct MyFormat; #[derive(Serialize)] pub struct Foo {} -impl Format for AmethystFOrmat { +impl Format for AmethystFormat { type Data = Foo; fn encode(dimensions: (u32, u32), sprites: &[SpriteAnchor]) -> Self::Data { From 987d05fb9e9d510ba408c46d33977ba38c3a9677 Mon Sep 17 00:00:00 2001 From: Amrit <33424649+Spaceface16518@users.noreply.github.com> Date: Wed, 12 Feb 2020 17:36:25 -0600 Subject: [PATCH 2/3] Fix Format example I'm pretty sure that wasn't supposed to be AmethystFormat in the first pace --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 575ff5c..4aa2e98 100644 --- a/README.md +++ b/README.md @@ -57,7 +57,7 @@ pub struct MyFormat; #[derive(Serialize)] pub struct Foo {} -impl Format for AmethystFormat { +impl Format for MyFormat { type Data = Foo; fn encode(dimensions: (u32, u32), sprites: &[SpriteAnchor]) -> Self::Data { From b9c686cd5f835a54cf98a6fca4cfe28ef0bf5e4e Mon Sep 17 00:00:00 2001 From: Amrit <33424649+Spaceface16518@users.noreply.github.com> Date: Wed, 12 Feb 2020 18:23:09 -0600 Subject: [PATCH 3/3] Fix formatting of bulleted paragraphs --- README.md | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/README.md b/README.md index 4aa2e98..530d383 100644 --- a/README.md +++ b/README.md @@ -82,12 +82,10 @@ let meta = sheep::encode::(&sprite_sheet); Right now, there are two implementations to choose from: -- MAXRECTS (**recommended**) - +- MAXRECTS (**recommended**) Implementation of the maxrects sprite packing algorithm. The paper and original implementation used as a reference for this can be found [here](https://github.com/juj/RectangleBinPack). This algorithm should yield optimal results in most scenarios. -- simple - +- simple A naive implementation that will sort the sprites by area and then pack them all into a single texture. This won't scale very well since you can't limit the maximum size of the resulting sprite sheet, but can be quicker than maxrects in simple scenarios. ## Roadmap