Libgdx - 不同的尺寸时,帧缓存的纹理渲染到屏幕
问题描述:
因为我设计的,我想摆脱NinePatch的对象,但我用它使用帧缓冲初始化在所需大小的纹理,然后应用纹理我的自定义对象Libgdx - 不同的尺寸时,帧缓存的纹理渲染到屏幕
进出口新的LibGDX和GL的东西。
问题是,当我画FBO纹理屏幕上的图像是如此之小,IDK的为什么
我抓住了这一切骨架从这里:https://stackoverflow.com/a/7632680/401529
我RenderToTexture类是:
public class RenderToTexture {
private float fbScaler = 1f;
private boolean fbEnabled = true;
private FrameBuffer fb = null;
private TextureRegion fbReg = null;
[... more constructors ... ]
/**
*
* @param scale
*/
public RenderToTexture(int width, int height, float scale, boolean hasDepth) {
if(width == -1){
width = (int) (Gdx.graphics.getDisplayMode().width * scale);
}
if(height == -1){
height = (int) (Gdx.graphics.getDisplayMode().height * scale);
}
fb = new FrameBuffer(
Pixmap.Format.RGBA8888,
(int)(width * fbScaler),
(int)(height * fbScaler),
hasDepth
);
fbReg = new TextureRegion(fb.getColorBufferTexture());
fbReg.flip(false,false);
}
public void begin(){
if(fbEnabled) {
fb.begin();
Gdx.gl.glClearColor(0, 0,0,0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
}
}
public TextureRegion end(){
if(fb != null)
{
fb.end();
return fbReg;
// batch.draw(fboRegion, 0, 0);
}
return null;
}
}
而且我的Util类:
public class ImageUtils {
public static TextureRegion ninePatchToTextureRegion(NinePatch patch, int width, int height){
return ninePatchToTextureRegion(new NinePatchDrawable(patch), width, height);
}
public static TextureRegion ninePatchToTextureRegion(NinePatchDrawable patch, int width, int height){
RenderToTexture r2t = new RenderToTexture(width, height, 1, false);
SpriteBatch sb = new SpriteBatch();
r2t.begin();
sb.begin();
patch.draw(sb, 0, 0, width, height);
sb.end();
sb.dispose();
return r2t.end();
}
}
然后我把这种util的类时,我创建一个精灵:
NinePatchDrawable ninepatchtest = new NinePatchDrawable(
new NinePatch(new Texture(Gdx.files.internal("img/ui/btn-retro-blue.png")), 5, 5, 5, 5)
);
TextureRegion result = ImageUtils.ninePatchToTextureRegion(ninepatchtest, 200, 100);
sprite = new Sprite(result);
当前结果是(左)和模拟的期望的结果(右)的大小
编辑:相机尺寸是displaymode的大小,粘在屏幕上,没有变焦,没有移动。
编辑:固定失踪处置由@建议Tenfour04
如果这种方式是不这样做的最佳方式,即时通信开放到新的替代品
答
嗯,我发现我的问题的“半壁江山”的解决方案:
正如我在此实例中LibGDX - Drawing to a FrameBuffer does not work看到在这里,我错过setProjectionMatrix到SpriteBatch对象,所以纹理渲染类begin()方法目前是:
public SpriteBatch begin(){
SpriteBatch batch = null;
if(fbEnabled) {
fb.begin();
Gdx.gl.glClearColor(0, 0,0,0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
Matrix4 m = new Matrix4();
m.setToOrtho2D(0, 0, fb.getWidth(), fb.getHeight());
batch = new SpriteBatch();
batch.setProjectionMatrix(m);
}
return batch;
}
现在renderToTexture开始()返回spritebatch,所以:
public static TextureRegion ninePatchToTextureRegion(NinePatchDrawable patch, int width, int height){
RenderToTexture r2t = new RenderToTexture(width, height, 1, false);
SpriteBatch sb = r2t.begin();
sb.begin();
patch.draw(sb, 0, 0, width, height);
sb.end();
sb.dispose();
return r2t.end();
}
这解决了从FBO drawed纹理大小,但ninepatch是drawed OK之外帧缓冲,并与帧缓冲拉伸...
试着看一下这是为了纹理缩放,因为你说你是OpenGL的新手:https://open.gl/textures –
你正在泄漏你的SpriteBatch。 SpriteBatches必须被丢弃。而且它们是需要大量时间实例化的大对象,因此您应该在游戏的整个生命周期中重复使用一个实例。 – Tenfour04
@ NickClark2016我太好奇,为什么spritebatch是中拉伸ninepatch内FBO和良好,无FBO – Lyoneel