[英]Drawing a Mesh and a Texture libgdx
private Mesh mesh;
private Texture texture;
private SpriteBatch batch;
@Override
public void create() {
if (mesh == null) {
mesh = new Mesh(true, 3, 3, new VertexAttribute(Usage.Position, 3,
"a_position"));
mesh.setVertices(new float[] { -0.5f, -0.5f, 0,
0.5f, -0.5f, 0,
0, 0.5f, 0 });
mesh.setIndices(new short[] { 0, 1, 2 });
texture = new Texture(Gdx.files.internal("data/circle.png"));
batch = new SpriteBatch();
}
}
@Override
public void render() {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.begin();
mesh.render(GL10.GL_TRIANGLES, 0, 3);
batch.draw(texture, 10, 10);
batch.end();
}
I'm trying to draw a triangle and a circle (From a png) on the screen, using libgdx. 我正在尝试使用libgdx在屏幕上绘制一个三角形和一个圆圈(从png开始)。
When I run this, I can only see the Texture (circle) on the screen. 当我运行它时,我只能在屏幕上看到纹理(圆圈)。 What should I do in order to make both Mesh and the Texture visible ?
为了使Mesh和Texture都可见,我该怎么办?
SpriteBatch uses orthographic projection matrix. SpriteBatch使用正交投影矩阵。 When you call batch.begin() then it applies its matrices (see SpriteBatch.setupMatrices().
当你调用batch.begin()然后它应用它的矩阵(参见SpriteBatch.setupMatrices())。
So either: 所以要么:
change vertices for mesh, so it is on screen: 更改网格的顶点,因此它在屏幕上:
mesh.setVertices(new float[] { 100f, 100f, 0, 400f, 100f, 0, 250, 400f, 0 });
move rendering of mesh out of batch rendering: 从批量渲染中移除网格渲染:
Gdx.gl10.glMatrixMode(GL10.GL_PROJECTION); Gdx.gl10.glLoadIdentity(); Gdx.gl10.glMatrixMode(GL10.GL_MODELVIEW); Gdx.gl10.glLoadIdentity(); mesh.render(GL10.GL_TRIANGLES, 0, 3); batch.begin(); batch.draw(texture, 10, 10); batch.end();
you have to reset the projection and transformation matrices set by batch in begin(); 你必须在begin()中重置由批处理设置的投影和转换矩阵; because SpriteBatch.end() doesn't set matrices back.
因为SpriteBatch.end()没有设置矩阵。
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