![]() If you're using OpenGL rather than the graphics entities of CrSFML, you can still use SF::Texture as a wrapper around an OpenGL texture object and use it along with the rest of your OpenGL code. Try to keep this in mind when you create your animation sheets or your tilesets: Use as few textures as possible. Batching static geometry involves other classes and is therefore beyond the scope of this tutorial, for further details see the vertex array tutorial. Drawing many sprites that use the same texture will yield the best performance.Īdditionally, using a single texture allows you to group static geometry into a single entity (you can only use one texture per draw call), which will be much faster to draw than a set of many entities. Using as few textures as possible is a good strategy, and the reason is simple: Changing the current texture is an expensive operation for the graphics card. The importance of using as few textures as possible # Since transformation methods are common to all CrSFML entities, they are explained in a separate tutorial: Transforming entities. The full list is available in the API documentation.Īll these loading class methods have an optional argument, which can be used if you want to load a smaller part of the image. SFML supports most common image file formats. The pixels of an SF::Image stay in system memory, which ensures that operations on them will be as fast as possible, in contrast to the pixels of a texture which reside in video memory and are therefore slow to retrieve or update but very fast to draw. The latter loads the texture from an SF::Image, which is a utility class that helps store and manipulate image data (modify pixels, create transparency channel, etc.). You can also load an image file from memory ( from_memory), from a custom input stream ( from_stream), or from an image that has already been loaded ( from_image). ![]() If the message is unable to open file, make sure that the working directory (which is the directory that any file path will be interpreted relative to) is what you think it is. First, check the error message that SFML prints to the standard output (check the console). The from_file class method can sometimes fail with no obvious reason. Position, rotation, scale: transforming entities Note the first two options (SetTiles and SwapTile) by Unity automatically calls refresh so you don't have to manually do this.The importance of using as few textures as possibleĭesigning your own entities with vertex arrays Now you can change the sprite outside Tile and Tilemap and refresh them (as the question's code snippet provided). It's also a bit weird they are not interface - like Unity UI's callbacks.īut here finally comes the solution: // Set sprite for rendering It's a bit weird that TileBase doesn't implement them by itself, so you have to implement them in your own customized Tile. But the render process is also controlled by RefreshTile. So, there are two important interfaces: GetTileData and RefreshTile.Īs mentioned in docs, GetTileData sets all necessary data for rendering a tile. If you use the images here please use the code provided, as this. Note: linking directly to our images (aka hotlinking) uses bandwidth and costs us money. You can click any sprite for a handy way to add it to your website or forum signature. You need to implement the interfaces which is used by Tilemap, and call Tilemap's methods. Below are all the sprites of 0130 Gyarados used throughout the Pokmon games. This is important because if you want to customize your tiles, you do not call them directly on CustomizedTile : Tile like MonoBehaviour classes. Tiles implement some interfaces to be called in Tilemap, which the latter one stores a grid of information and renders them. Tile is only a reference to some attributes. This is why simply setting tile.sprite to a new sprite is not enough. Change tiles in a tilemap to a new tile ( SetTiles or SwapTile)īoth solution requires re-rendering of tiles.There are 2 ways to change a tile's sprite during runtime: But I'm still not sure about GetTileData, do I need to implement it? When it is called? Update: Well.It proves that I need to implement RefreshTile for a Tile. Also not using Tilemap.SwapTile because in this case I'm solving it using customized Tile, instead of creating a new Tile. ![]() I'm not using 2d-extra's animation tile because I want to change sprites only under certain condition. Since Tilemap.RefreshTile calls TileBase.RefreshTile per refresh, the problem's solved after I implemented TileBase.RefreshTile. Sprite sprite = ((SwitchableTile)tile).GetNextSprite() Public override void RefreshTile(Vector3Int position, ITilemap tilemap)Īlso tried to refresh the tile according to the position: // in MonoBehaviourįoreach (Vector3Int pos in bounds.allPositionsWithin) If (sprites != null & sprites.Length > 0) Public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData) I want to change Tile's sprite during runtime, but it doesn't render.
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