playn.core.Graphics.createTexture()方法的使用及代码示例

x33g5p2x  于2022-01-20 转载在 其他  
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本文整理了Java中playn.core.Graphics.createTexture()方法的一些代码示例,展示了Graphics.createTexture()的具体用法。这些代码示例主要来源于Github/Stackoverflow/Maven等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Graphics.createTexture()方法的具体详情如下:
包路径:playn.core.Graphics
类名称:Graphics
方法名:createTexture

Graphics.createTexture介绍

[英]Creates an empty texture into which one can render. The supplied width and height are in display units and will be converted to pixels based on the current scale factor.
[中]创建可以渲染到其中的空纹理。提供的宽度和高度以显示单位表示,并将根据当前比例因子转换为像素。

代码示例

代码示例来源:origin: playn/playn

/** Creates a texture surface which is {@code width x height} in display units.
 * A managed backing texture will be automatically created. */
public TextureSurface (Graphics gfx, QuadBatch defaultBatch, float width, float height) {
 this(gfx, defaultBatch, gfx.createTexture(width, height, Texture.Config.DEFAULT));
}

代码示例来源:origin: io.playn/playn-core

/** Creates a texture surface which is {@code width x height} in display units.
 * A managed backing texture will be automatically created. */
public TextureSurface (Graphics gfx, QuadBatch defaultBatch, float width, float height) {
 this(gfx, defaultBatch, gfx.createTexture(width, height, Texture.Config.DEFAULT));
}

代码示例来源:origin: playn/playn

/** See {@link #createTexture(float,float,Texture.Config)}. */
public Texture createTexture (IDimension size, Texture.Config config) {
 return createTexture(size.width(), size.height(), config);
}

代码示例来源:origin: io.playn/playn-core

/** See {@link #createTexture(float,float,Texture.Config)}. */
public Texture createTexture (IDimension size, Texture.Config config) {
 return createTexture(size.width(), size.height(), config);
}

代码示例来源:origin: playn/playn

/**
 * Creates an empty texture into which one can render. The supplied width and height are in
 * display units and will be converted to pixels based on the current scale factor.
 */
public Texture createTexture (float width, float height, Texture.Config config) {
 int texWidth = config.toTexWidth(scale.scaledCeil(width));
 int texHeight = config.toTexHeight(scale.scaledCeil(height));
 if (texWidth <= 0 || texHeight <= 0) throw new IllegalArgumentException(
  "Invalid texture size: " + texWidth + "x" + texHeight);
 int id = createTexture(config);
 gl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight,
         0, GL_RGBA, GL_UNSIGNED_BYTE, null);
 return new Texture(this, id, config, texWidth, texHeight, scale, width, height);
}

代码示例来源:origin: io.playn/playn-core

/**
 * Creates an empty texture into which one can render. The supplied width and height are in
 * display units and will be converted to pixels based on the current scale factor.
 */
public Texture createTexture (float width, float height, Texture.Config config) {
 int texWidth = config.toTexWidth(scale.scaledCeil(width));
 int texHeight = config.toTexHeight(scale.scaledCeil(height));
 if (texWidth <= 0 || texHeight <= 0) throw new IllegalArgumentException(
  "Invalid texture size: " + texWidth + "x" + texHeight);
 int id = createTexture(config);
 gl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight,
         0, GL_RGBA, GL_UNSIGNED_BYTE, null);
 return new Texture(this, id, config, texWidth, texHeight, scale, width, height);
}

代码示例来源:origin: threerings/tripleplay

@Override public Root setSize (float width, float height) {
  super.setSize(width, height);
  // update the image to the new size, if it's changed
  Texture old = _texture.get();
  if (old == null || old.displayWidth != width || old.displayHeight != height) {
    _texture.update(iface.plat.graphics().createTexture(width, height, textureConfig()));
  }
  return this;
}

代码示例来源:origin: io.playn/playn-core

/**
 * Creates a texture with this image's bitmap data using {@code config}. NOTE: this creates a new
 * texture with every call. This is generally only needed if you plan to create multiple textures
 * from the same bitmap, with different configurations. Otherwise just use {@link #texture} to
 * create the image's "default" texture which will be shared by all callers.
 */
public Texture createTexture (Texture.Config config) {
 if (!isLoaded()) throw new IllegalStateException(
  "Cannot create texture from unready image: " + this);
 int texWidth = config.toTexWidth(pixelWidth());
 int texHeight = config.toTexHeight(pixelHeight());
 if (texWidth <= 0 || texHeight <= 0) throw new IllegalArgumentException(
  "Invalid texture size: " + texWidth + "x" + texHeight + " from: " + this);
 Texture tex = new Texture(gfx, gfx.createTexture(config), config, texWidth, texHeight,
              scale(), width(), height());
 tex.update(this); // this will handle non-POT source image conversion
 return tex;
}

代码示例来源:origin: playn/playn

/**
 * Creates a texture with this image's bitmap data using {@code config}. NOTE: this creates a new
 * texture with every call. This is generally only needed if you plan to create multiple textures
 * from the same bitmap, with different configurations. Otherwise just use {@link #texture} to
 * create the image's "default" texture which will be shared by all callers.
 */
public Texture createTexture (Texture.Config config) {
 if (!isLoaded()) throw new IllegalStateException(
  "Cannot create texture from unready image: " + this);
 int texWidth = config.toTexWidth(pixelWidth());
 int texHeight = config.toTexHeight(pixelHeight());
 if (texWidth <= 0 || texHeight <= 0) throw new IllegalArgumentException(
  "Invalid texture size: " + texWidth + "x" + texHeight + " from: " + this);
 Texture tex = new Texture(gfx, gfx.createTexture(config), config, texWidth, texHeight,
              scale(), width(), height());
 tex.update(this); // this will handle non-POT source image conversion
 return tex;
}

代码示例来源:origin: playn/playn

Texture subtex = game.graphics.createTexture(
 otile.width(), otile.height(), Texture.Config.DEFAULT.repeat(true, true));
new TextureSurface(game.graphics, game.defaultBatch, subtex).begin().

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