Howto scale down a sprite in LIBGDX
How can I smaller a sprite to the half size for example ?
With following code nothing changes regarding size. Providing a value > 1f will larger the Sprite. How can I smaller the sprite ?
geldSprite = TextureManager.getSprite("symbolsIcons/coin.png");
geldSprite.scale(0.5f);
geldSprite.draw(batch);
libgdx scaling
add a comment |
How can I smaller a sprite to the half size for example ?
With following code nothing changes regarding size. Providing a value > 1f will larger the Sprite. How can I smaller the sprite ?
geldSprite = TextureManager.getSprite("symbolsIcons/coin.png");
geldSprite.scale(0.5f);
geldSprite.draw(batch);
libgdx scaling
spritebatch.draw(texture, x, y, width, height)
. Try to avoid the sprite class
– Squiddie
Nov 21 '18 at 20:02
@Squiddie I'm interested, why are you suggesting to avoid sprite class?
– MilanG
Nov 23 '18 at 11:58
@MilanG to quote Tenfour04 "It is slightly optimized at the expense of conflating asset data with position/size data". Sprite uses its own color, scaling etc, this in turn requires more RAM. Oftenly you also have to create sprite objects from textureRegions, this may also be expensive, then why not just use the regions directly?
– Squiddie
Nov 23 '18 at 15:33
But the main problem is the fact it ignores the batch's parameters, so it's really common to not get your expected result. If you know what's your doing, go with sprite, but I don't see much benefit other than avoiding a massive amount of parameters in the render
– Squiddie
Nov 23 '18 at 15:33
Heh, I'm not using sprites at all actually. Working directly with textures, so I needed proper excuse for that. :)
– MilanG
Nov 26 '18 at 12:09
add a comment |
How can I smaller a sprite to the half size for example ?
With following code nothing changes regarding size. Providing a value > 1f will larger the Sprite. How can I smaller the sprite ?
geldSprite = TextureManager.getSprite("symbolsIcons/coin.png");
geldSprite.scale(0.5f);
geldSprite.draw(batch);
libgdx scaling
How can I smaller a sprite to the half size for example ?
With following code nothing changes regarding size. Providing a value > 1f will larger the Sprite. How can I smaller the sprite ?
geldSprite = TextureManager.getSprite("symbolsIcons/coin.png");
geldSprite.scale(0.5f);
geldSprite.draw(batch);
libgdx scaling
libgdx scaling
asked Nov 21 '18 at 17:07
mcfly softmcfly soft
4,0511259123
4,0511259123
spritebatch.draw(texture, x, y, width, height)
. Try to avoid the sprite class
– Squiddie
Nov 21 '18 at 20:02
@Squiddie I'm interested, why are you suggesting to avoid sprite class?
– MilanG
Nov 23 '18 at 11:58
@MilanG to quote Tenfour04 "It is slightly optimized at the expense of conflating asset data with position/size data". Sprite uses its own color, scaling etc, this in turn requires more RAM. Oftenly you also have to create sprite objects from textureRegions, this may also be expensive, then why not just use the regions directly?
– Squiddie
Nov 23 '18 at 15:33
But the main problem is the fact it ignores the batch's parameters, so it's really common to not get your expected result. If you know what's your doing, go with sprite, but I don't see much benefit other than avoiding a massive amount of parameters in the render
– Squiddie
Nov 23 '18 at 15:33
Heh, I'm not using sprites at all actually. Working directly with textures, so I needed proper excuse for that. :)
– MilanG
Nov 26 '18 at 12:09
add a comment |
spritebatch.draw(texture, x, y, width, height)
. Try to avoid the sprite class
– Squiddie
Nov 21 '18 at 20:02
@Squiddie I'm interested, why are you suggesting to avoid sprite class?
– MilanG
Nov 23 '18 at 11:58
@MilanG to quote Tenfour04 "It is slightly optimized at the expense of conflating asset data with position/size data". Sprite uses its own color, scaling etc, this in turn requires more RAM. Oftenly you also have to create sprite objects from textureRegions, this may also be expensive, then why not just use the regions directly?
– Squiddie
Nov 23 '18 at 15:33
But the main problem is the fact it ignores the batch's parameters, so it's really common to not get your expected result. If you know what's your doing, go with sprite, but I don't see much benefit other than avoiding a massive amount of parameters in the render
– Squiddie
Nov 23 '18 at 15:33
Heh, I'm not using sprites at all actually. Working directly with textures, so I needed proper excuse for that. :)
– MilanG
Nov 26 '18 at 12:09
spritebatch.draw(texture, x, y, width, height)
. Try to avoid the sprite class– Squiddie
Nov 21 '18 at 20:02
spritebatch.draw(texture, x, y, width, height)
. Try to avoid the sprite class– Squiddie
Nov 21 '18 at 20:02
@Squiddie I'm interested, why are you suggesting to avoid sprite class?
– MilanG
Nov 23 '18 at 11:58
@Squiddie I'm interested, why are you suggesting to avoid sprite class?
– MilanG
Nov 23 '18 at 11:58
@MilanG to quote Tenfour04 "It is slightly optimized at the expense of conflating asset data with position/size data". Sprite uses its own color, scaling etc, this in turn requires more RAM. Oftenly you also have to create sprite objects from textureRegions, this may also be expensive, then why not just use the regions directly?
– Squiddie
Nov 23 '18 at 15:33
@MilanG to quote Tenfour04 "It is slightly optimized at the expense of conflating asset data with position/size data". Sprite uses its own color, scaling etc, this in turn requires more RAM. Oftenly you also have to create sprite objects from textureRegions, this may also be expensive, then why not just use the regions directly?
– Squiddie
Nov 23 '18 at 15:33
But the main problem is the fact it ignores the batch's parameters, so it's really common to not get your expected result. If you know what's your doing, go with sprite, but I don't see much benefit other than avoiding a massive amount of parameters in the render
– Squiddie
Nov 23 '18 at 15:33
But the main problem is the fact it ignores the batch's parameters, so it's really common to not get your expected result. If you know what's your doing, go with sprite, but I don't see much benefit other than avoiding a massive amount of parameters in the render
– Squiddie
Nov 23 '18 at 15:33
Heh, I'm not using sprites at all actually. Working directly with textures, so I needed proper excuse for that. :)
– MilanG
Nov 26 '18 at 12:09
Heh, I'm not using sprites at all actually. Working directly with textures, so I needed proper excuse for that. :)
– MilanG
Nov 26 '18 at 12:09
add a comment |
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spritebatch.draw(texture, x, y, width, height)
. Try to avoid the sprite class– Squiddie
Nov 21 '18 at 20:02
@Squiddie I'm interested, why are you suggesting to avoid sprite class?
– MilanG
Nov 23 '18 at 11:58
@MilanG to quote Tenfour04 "It is slightly optimized at the expense of conflating asset data with position/size data". Sprite uses its own color, scaling etc, this in turn requires more RAM. Oftenly you also have to create sprite objects from textureRegions, this may also be expensive, then why not just use the regions directly?
– Squiddie
Nov 23 '18 at 15:33
But the main problem is the fact it ignores the batch's parameters, so it's really common to not get your expected result. If you know what's your doing, go with sprite, but I don't see much benefit other than avoiding a massive amount of parameters in the render
– Squiddie
Nov 23 '18 at 15:33
Heh, I'm not using sprites at all actually. Working directly with textures, so I needed proper excuse for that. :)
– MilanG
Nov 26 '18 at 12:09