Howto scale down a sprite in LIBGDX
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);
libgdx scaling
add a comment |
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);
libgdx scaling
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
add a comment |
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);
libgdx scaling
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
libgdx scaling
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
add a comment |
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
add a comment |
active
oldest
votes
active
oldest
votes
active
oldest
votes
active
oldest
votes
active
oldest
votes
Thanks for contributing an answer to Stack Overflow!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Some of your past answers have not been well-received, and you're in danger of being blocked from answering.
Please pay close attention to the following guidance:
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53417250%2fhowto-scale-down-a-sprite-in-libgdx%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
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