spritebatch

Libgdx save SpriteBatch in a texture

邮差的信 提交于 2019-12-08 19:13:28
I would like to know if it possible to save a spriteBatch in a texture . SpriteBatch batch = new SpriteBatch(); After drawing a few thing inside the batch , I would like to save all thing that contains the SpriteBatch in One texture (something like a screenshot ). I have no idea to how to do it, I searched on the web and on the libgdx doc but didn't found. Thanks you You can render to a FrameBufferObject (FBO). See https://github.com/mattdesl/lwjgl-basics/wiki/FrameBufferObjects An FBO will work if you are okay with making the decision to render to a texture in advance. One side-effect is that

XNA screenshot shows pre-Bloom, not final render

五迷三道 提交于 2019-12-06 06:43:40
问题 I have a windows platform game coded in C# XNA 4.0 using the Reach graphics settings. My project is based on the GameStateManagement sample but I later added Bloom and spriteSheet/spriteBatch functionality to it. I desire to have a screenshot saved of the final screen output. However, when I save my screenshot it only shows the render before Bloom was applied and before my HUD text is displayed (which I draw after the Bloom). I have my screenshot saved at the end of my Draw method, after

XNA screenshot shows pre-Bloom, not final render

ぐ巨炮叔叔 提交于 2019-12-04 12:54:13
I have a windows platform game coded in C# XNA 4.0 using the Reach graphics settings. My project is based on the GameStateManagement sample but I later added Bloom and spriteSheet/spriteBatch functionality to it. I desire to have a screenshot saved of the final screen output. However, when I save my screenshot it only shows the render before Bloom was applied and before my HUD text is displayed (which I draw after the Bloom). I have my screenshot saved at the end of my Draw method, after these two processes. I have tried all kinds of things. Andrew's answer here Take screen shot in XNA was

Cocos2d and SpriteBatchNode: cannot identify which sprite frame is causing an Assertion to fail

大城市里の小女人 提交于 2019-12-02 07:24:35
I have already asked something similar but I can't figure out properly how to debug this. That's the question . I added some Exceptions handler (catches all Objective-C) exceptions and that's the result of what I see: The problem is with the setTexture method and it fails at the assertion verifying whether the texture name that needs to be displayed is the same as the one in the current sprite batch node. This happens when trying to replace one scene with another but doesn't happen all the times. It has to do with the new scene as I tried to "isolate" the problem by calling the replace from a

Visual Studio says “Method must have a return type”

让人想犯罪 __ 提交于 2019-12-01 15:22:03
问题 It says "Method must have a return type" whenever I try to debug it. I don't know how to fix this class This is a player class for a c# coded 2d Game public class player { public float moveSpeed; public Vector2 position; public Texture2D texture; //default constructer public Player(Texture2D tex, Vector2 startPos) { position = startPos; texture = tex; moveSpeed = 5.0f; } public void Update(GameTime gameTime) { //------------------------------------------ //check for keyboard input(keyboard IF