问题
I need texture with 'trueName' to load into my myImageViewOutlet.image. The result I am getting is the entire atlas rendering into it. My code is as follows
let myTextureAtlas = SKTextureAtlas.init(named: "myGameTextures")
// let texture = myTextureAtlas.textureNamed(trueName) // will render the entire atlas, instead of just the texture by trueName
let texture = myTextureAtlas.textureNamed(trueName+”bad name“) // will produce the placeholder image by sprite kit by itself just fine, but it's not the one I want obviously
let image = texture.CGImage()
let newImage = UIImage(CGImage: image, scale: 1.0, orientation: UIImageOrientation.Up)
// let newImage = UIImage(CGImage: image) // .. the straight forward way
myImageViewOutlet.image = newImage
回答1:
I reconciled image.CGImage() does not support textures from SKTextureAtlas, after reading a similar post SKTextures from SKTextureAtlas does not support mipmapping.
One approach is to form a SKTexture from SKView.textureFromNode(_ node: SKNode)
let textureToRender = myOffscreenView.textureFromNode(nodeToRender)
let newImage = UIImage(CGImage: textureToRender.CGImage())
来源:https://stackoverflow.com/questions/37189895/uimage-loads-entire-sktextureatlas-instead-of-just-sktexture