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我需要带有“trueName”的纹理才能加载到我的 myImageViewOutlet.image 中。我得到的结果是将整个图集渲染到其中。我的代码如下

let myTextureAtlas = SKTextureAtlas.init(named: "myGameTextures")

// let texture = myTextureAtlas.textureNamed(trueName) // will render the entire atlas, instead of just the texture by trueName

let texture = myTextureAtlas.textureNamed(trueName+”bad name“) // will produce the placeholder image by sprite kit by itself just fine, but it's not the one I want obviously

let image = texture.CGImage()

let newImage = UIImage(CGImage: image, scale: 1.0, orientation: UIImageOrientation.Up)
//        let newImage = UIImage(CGImage: image) // .. the straight forward way

myImageViewOutlet.image = newImage
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1 回答 1

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在阅读了来自 SKTextureAtlas 的类似帖子 SKTextures does not support mipmapping后,我调和了 image.CGImage() 不支持来自 SKTextureAtlas 的纹理。

一种方法是从 SKView.textureFromNode(_ node: SKNode) 形成 SKTexture

let textureToRender = myOffscreenView.textureFromNode(nodeToRender)

let newImage = UIImage(CGImage: textureToRender.CGImage())
于 2016-05-13T09:55:38.053 回答