libgdx - Group.draw 中的 ShapeRenderer 以错误的颜色呈现
我的群组:
public class GShape extends Group{
private ShapeRenderer shape;
public GShape() {
super();
shape = new ShapeRenderer();
}
@Override
public void draw(SpriteBatch batch, float parentAlpha) {
super.draw(batch, parentAlpha);
shape.begin(ShapeType.Line);
Gdx.gl10.glLineWidth(5);
shape.setColor(1, 1f, 1f, 1f);
shape.line(0, 0, 200, 100);
shape.end();
}
}
主要:
public class GameControl implements ApplicationListener {
private Stage stage;
private GShape gShape;
@Override
public void create() {
stage = new Stage(480,320,false);
Texture t = new Texture(Gdx.files.internal("data/the200.png"));
Image i = new Image(t);
stage.addActor(i);
gShape = new GShape();
stage.addActor(gShape);
}
@Override
public void dispose() {
}
@Override
public void render() {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
stage.draw();
// gShape.render();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
}
形状的颜色不是白色?为什么?
Colour of shape is not white? Why?
http://nw7.upanh.com/b3.s38.d3/352dd792eb77ce6df204a7af47ae1ac6_55348087.cos.jpg?rand=0.19125773780979216
推荐答案
您可能会得到不一致的结果,因为您混合了 SpriteBatch
和 ShapeRenderer
上下文.这两个都希望在 begin()
和 end()
调用之间维护它们存储"在 OpenGL 中的状态.
You are probably getting inconsistent results because you're mixing SpriteBatch
and ShapeRenderer
contexts. Both of these expect state they "store" in OpenGL to be maintained between begin()
and end()
calls.
Actor
draw()
方法在 SpriteBatch
begin()
已经存在的上下文中调用已被调用,因此您需要在开始 ShapeRenderer
之前结束它.(并且您需要在返回之前重新启动SpriteBatch
.
The Actor
draw()
method is called in a context where the SpriteBatch
begin()
has already been called, so you need to end it before beginning your ShapeRenderer
. (And you need to restart the SpriteBatch
before returning.
像这样:
@Override
public void draw(SpriteBatch batch, float parentAlpha) {
super.draw(batch, parentAlpha);
batch.end(); // ** End the batch context
shape.begin(ShapeType.Line);
// .. draw lines ...
shape.end()
batch.begin(); // ** Restart SpriteBatch context that caller assumes is active
}
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