Osen KK, Imad J, Wennberg AE, Papp EA, Leergaard TB (2019) Waxholm Space atlas of the rat brain auditory system: Three-dimensional delineations based on structural and diffusion tensor magnetic resonance imaging.Kjonigsen LJ, Lillehaug S, Bjaalie JG, Witter MP, Leergaard TB (2015) Waxholm Space atlas of the rat brain hippocampal region: Three-dimensional delineations based on magnetic resonance and diffusion tensor imaging.Papp EA, Leergaard TB, Calabrese E, Johnson GA, Bjaalie JG (2015) Addendum to "Waxholm Space atlas of the Sprague Dawley rat brain".(2014) Waxholm Space atlas of the Sprague Dawley rat brain. Papp E.A., Leergaard T.B., Calabrese E., Johnson G.A., Bjaalie J.G.(2019) Waxholm Space atlas of the rat brain auditory system: Three-dimensional delineations based on structural and diffusion tensor magnetic resonance imaging. NeuroImage 199, 38-56. Osen K.K., Imad J., Wennberg A.E., Papp E.A., Leergaard T.B.Then you should be able to set it where you need it. So, let us make a Texture: var texture_atlas := ImageTexture.new() Uv_rects.append(Rect2(point * uv_scale, size * uv_scale))Īnd since you want UV coordinates, I presume this is going to be a Texture for some shader. If the blit_rect line is giving you problems, try that.īy the way, you say you want UV coordinates, we should get them from the same loop: var points:PoolVector2Array = atlas_data.points Note depending on the format of the Image you want to draw, you may have to convert it first: nvert(Image.FORMAT_RGBA8)Īlso, usually, the images are imported in a compressed format that cannot be converted directly, and thus you would have to decompress first: compress() Here the Rect2 is the area of the Image we want to draw (all of it). We get the position for each one on the result we got from make_atlas: var points:PoolVector2Array = atlas_data.pointsĪtlas.blit_rect(image, Rect2(Vector2.ZERO, size), point) Now copy your original images to the atlas. And the last is the pixel format, the one I'm picking here has four channels (Red, Green, Blue, Alpha) of 8 bits (color depth) each. The third parameter is whether or not you want to generate mipmaps. Now that we have decided the size, we can create a new Image for the atlas: var atlas := Image.new()Ītlas.create(atlas_size, atlas_size, true, Image.FORMAT_RGBA8)Īs you might suspect the first two parameters are width and height. While min_atlas_size.x > atlas_size or min_atlas_size.y > atlas_size: Given the context, I believe a simple loop will do well on this case: var atlas_size := 16 Sadly Godot does not expose a "next power of 2" function. We should query what size we got: var min_atlas_size:Vector2 = atlas_data.size The algorithm of Geometry.make_atlas will try to make the atlas square. Once we have the sizes, we can call Geometry.make_atlas: var atlas_data := Geometry.make_atlas(sizes) We are going to need them in a PoolVector2Array (we can actually get them in a regular Array and convert it, but there is no need to do that): var sizes:PoolVector2Array Otherwise, with the image in the layer stack, add an Image to Material (AI powered) filter above your image. If prompted to select a material creation template, select Image to Material. Import your source image to the layer stack.
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