Howto scale down a sprite in LIBGDX












0















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);









share|improve this question























  • 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
















0















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);









share|improve this question























  • 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














0












0








0








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);









share|improve this question














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






share|improve this question













share|improve this question











share|improve this question




share|improve this question










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



















  • 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












0






active

oldest

votes











Your Answer






StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");

StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "1"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});

function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});


}
});














draft saved

draft discarded


















StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53417250%2fhowto-scale-down-a-sprite-in-libgdx%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown

























0






active

oldest

votes








0






active

oldest

votes









active

oldest

votes






active

oldest

votes
















draft saved

draft discarded




















































Thanks for contributing an answer to Stack Overflow!


  • Please be sure to answer the question. Provide details and share your research!

But avoid



  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53417250%2fhowto-scale-down-a-sprite-in-libgdx%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







Popular posts from this blog

Costa Masnaga

Fotorealismo

Sidney Franklin