using regions instead of textures solve the problem but why does lgsprite.Texture return the WHOLE Atlas instead of the defined texture with the region in the atlas??
using regions instead of textures solve the problem but why does lgsprite.Texture return the WHOLE Atlas instead of the defined texture with the region in the atlas??
Yep, I have the same problem right now, when you reference the texture, it means the whole atlas texture.
I'm using now in my hill climb racing game batch.drawtex3 (because of uv mapping), wich expects a texture, and I can't put the image into an atlas, because the texture means the whole atlas texture.
Yep, I have the same problem right now, when you reference the texture, it means the whole atlas texture.
I'm using now in my hill climb racing game batch.drawtex3 (because of uv mapping), wich expects a texture, and I can't put the image into an atlas, because the texture means the whole atlas texture.