Libgdx save SpriteBatch in a texture

邮差的信 提交于 2019-12-08 19:13:28

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 the image is not rendered to the screen, but only to the texture. (Its easy enough to render the texture to the screen afterwards, of course).

As the other answer suggested, you can scrape the bytes off the screen buffer, and make a Texture from the resulting Pixmap (you do not need to go all the way to the filesystem). See https://code.google.com/p/libgdx-users/wiki/Screenshots (just use the getScreenshot method to get a Pixmap of the bytes).

Use the conversion to texture like this:

final Pixmap pmap = new Pixmap(bytes, 0, bytes.length);
try{
    Gdx.app.postRunnable(new Runnable(){
        public void run(){
        texture=new Texture(pmap);
        }
    });
}catch(Exception e){
    e.printStackTrace();
}
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