Howto scale down a sprite in LIBGDX











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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);









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  • spritebatch.draw(texture, x, y, width, height). Try to avoid the sprite class
    – Squiddie
    Nov 21 at 20:02










  • @Squiddie I'm interested, why are you suggesting to avoid sprite class?
    – MilanG
    Nov 23 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 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 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 at 12:09















up vote
0
down vote

favorite












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 at 20:02










  • @Squiddie I'm interested, why are you suggesting to avoid sprite class?
    – MilanG
    Nov 23 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 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 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 at 12:09













up vote
0
down vote

favorite









up vote
0
down vote

favorite











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






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share|improve this question











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asked Nov 21 at 17:07









mcfly soft

3,8801259122




3,8801259122












  • spritebatch.draw(texture, x, y, width, height). Try to avoid the sprite class
    – Squiddie
    Nov 21 at 20:02










  • @Squiddie I'm interested, why are you suggesting to avoid sprite class?
    – MilanG
    Nov 23 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 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 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 at 12:09


















  • spritebatch.draw(texture, x, y, width, height). Try to avoid the sprite class
    – Squiddie
    Nov 21 at 20:02










  • @Squiddie I'm interested, why are you suggesting to avoid sprite class?
    – MilanG
    Nov 23 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 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 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 at 12:09
















spritebatch.draw(texture, x, y, width, height). Try to avoid the sprite class
– Squiddie
Nov 21 at 20:02




spritebatch.draw(texture, x, y, width, height). Try to avoid the sprite class
– Squiddie
Nov 21 at 20:02












@Squiddie I'm interested, why are you suggesting to avoid sprite class?
– MilanG
Nov 23 at 11:58




@Squiddie I'm interested, why are you suggesting to avoid sprite class?
– MilanG
Nov 23 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 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 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 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 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 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 at 12:09

















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