抱歉,这可能是一个非常基本的问题,我有多个不同大小和坐标的小纹理,我想在此应用一些过渡。所以我需要将所有这些纹理组合成一个大纹理,以制作一个单一的屏幕尺寸纹理。
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3 回答
1
于 2011-09-05T10:54:53.643 回答
0
我会说如果您不需要实时完成此操作(即源纹理不会更改),那么只需在您最喜欢的图形编辑器中执行此操作(例如 mspaint!)。
如果您确实想在游戏中执行此操作,请查看以下问题:Render buffer to texture2D object in XNA
于 2011-09-05T07:09:25.600 回答
0
为您的任务修改此内容:
/// <summary>
/// Line up the textures in list horizontally. Warning: All textures MUST BE one height and in strong order
/// </summary>
/// <param name="device">D3D device</param>
/// <param name="textures">List of textures</param>
/// <returns>Combined texture</returns>
public static Texture LineUpTexturesHorizontally ( Device device, List < Texture > textures )
{
int dstWidth = textures.Select ( texture => texture.GetSurfaceLevel ( 0 ) ).Select ( surface => surface.Description.Width ).Sum ( );
int dstHeight = textures [ 0 ].GetSurfaceLevel ( 0 ).Description.Height;
Texture dstTexture = CreateTexture ( device, dstWidth, dstHeight, Color.Orange, TexMipLevels, true );
Surface dstSurface = dstTexture.GetSurfaceLevel ( 0 );
Point insPoint = new Point ( 0, 0 );
for ( int i = 0; i < textures.Count; i++ )
{
PaletteEntry [ ] pal; // = new PaletteEntry[ 256 ];
Texture srcTexture = textures [ i ];
Surface srcSurface = srcTexture.GetSurfaceLevel ( 0 );
int srcWidth = srcSurface.Description.Width;
int srcHeight = srcSurface.Description.Height;
Rectangle srcRectangle = new Rectangle ( 0, 0, srcWidth, srcHeight );
Rectangle dstRectangle = new Rectangle ( insPoint, new Size ( srcWidth, srcHeight ) );
SurfaceLoader.FromSurface ( dstSurface, out pal, dstRectangle, srcSurface, out pal, srcRectangle, Filter.None, 0 );
insPoint.X += srcWidth;
}
return dstTexture;
}
于 2018-09-30T16:13:24.260 回答