问题描述
我正在尝试通过转换将位图转换为 libGDX 纹理:
i am trying to convert bitmap into a libGDX Texture by converting:
- Android
Bitmap
到byte[]
byte[]
到 libGDX像素图
- libGDX
Pixmap
到 libGDXTexture
- Android
Bitmap
tobyte[]
byte[]
to libGDXPixmap
- libGDX
Pixmap
to libGDXTexture
我面临的问题是转换为纹理的位图正在从资产文件夹中的纹理打包器中绘制精灵表
The problem I am facing is that the bitmap which is converted to texture is drawing the sprite sheet from texture packer that is in assets folder
public void onByteArrayOfCroppedImageReciever(byte[] bytes) {
try {
pmap=new Pixmap(bytes, 0, bytes.length);
tex=new Texture(pmap);
face=new Sprite(tex);
// game.setScreen(new GameScreen(game, batcher, face));
} catch(Exception e) {
Gdx.app.log("KS", e.toString());
e.printStackTrace();
}
}
推荐答案
嗯,另一种可能是你遇到了线程问题.当 libgdx 在渲染线程上同时加载纹理时,我在 UI 线程上加载我自己的非托管纹理时注意到了这种问题.如果这是问题,简单的解决方案是使用 Gdx.app.postRunnable 将纹理的创建与渲染线程同步.即:
hmm another possibility is that you've got a threading issue. I've noticed this kind of problem when loading my own unmanaged textures on the UI thread while libgdx is doing its thing loading textures concurrently on the render thread. If this is the problem the simple solution is to synchronize the creation of the texture with the render thread using Gdx.app.postRunnable. i.e.:
public void onByteArrayOfCroppedImageReciever(byte[] bytes) {
try {
pmap=new Pixmap(bytes, 0, bytes.length);
Gdx.app.postRunnable(new Runnable() {
@Override
public void run() {
tex=new Texture(pmap);
face=new Sprite(tex);
}
});
} catch(Exception e) {
Gdx.app.log("KS", e.toString());
e.printStackTrace();
}
}
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