I'm really trying to add a sprite as a child note to a rigidbody, but found that it occurs regardless of the parent or siblings. A radar with a spinning arrow and fading imege on th screen. This bug happens in a more complex scene as well. I can just drag the image from the filesystem, but I'd expect this way to work as well. The expected behavior is that the image loads and shows in the sprite. 1 Answer Sorted by: 1 probably has to do something with the path of your images, or copying the files into the resources on compilation. The error still occurred when I tried GLES2 as well. Starter Now we need an actual game running to be able to put on the screen. I can load the image into an animated sprite frame but not into a sprite. Scene/resources/texture.cpp:191 - Condition ' p_image.is_null() ' is true. Import .Drivers/gles3/rasterizer_storage_gles3.cpp:1035 - Condition ' !texture->active ' is true. Here is the little bit I've been working on. I'm not sure what the workflow for working with lwjgl is anyway. Supported image formats: Godot can import the following image formats: BMP (.bmp) - No support for 16-bit per pixel images. You can use FlxSprite.loadGraphic () to load an image file and set it to be the graphic of your FlxSprite. Do I need to get a book on just openGL or what? Should I know opengl first? I'd hate to think that I'd have to ask a question every time I try to draw something different but honestly I'd really like to know how to teach this stuff to myself. How can I teach this stuff to myself without posting? I can't find anything for animating sprites with these libraries and when I look at the javadoc, half the methods are undocumented. Once I have the sprite atlas loaded, should I then make a hasmap of subimages made from the spritesheet or do I load the whole image each time and have to tell it to ignore all but one sectionĪm I proceeding about this in the right way? Instead of convert() try convertalpha().Assuming your image has an alpha channel (PNG should be good) and it has been applied to your background. Should I be using a quad with a texture to draw a sprite, same as I draw my tile? I've got one sheet with green as the transparent background and I want to load an image from that, how do I chop the image up, and should I still use a quad to draw it? Code: byte bytes File.ReadAllBytes (Application.persistentDataPath + '/sprite.png') Texture2D texture new Texture2D (width, height) texture.filterMode FilterMode.Trilinear. Most of the non-3D images are available in 3 formats - GIF, APNG and SVG. PNG file that is in my persistent data path and use it as the sprite source for the UI Image. So I've got this small amount of code to load a grass tile and tile it over and over again on the screen and draw one tree in the top left, what I'd like to do is load a sprite sheet for a character. PNG file that is in my persistent data path and use it as the sprite source for the UI Image. project provides more than 1000 different animations, split into 18 categories including most widely used loading spinners, horizontal bars, animated custom texts and others.
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