The above code duplicates the sprite currently being used as the sprite index of the instance and stores the index for this new sprite in the variable "new_spr". By using, creating your Picconvert account and using the Site to view various contents (together with the Site, the 'Services'), you're agreeing to. var offscreenStage new PIXI.Container() var offscreenRenderer new PIXI.WebGLRenderer(offscreenSprite.width, offscreenSprite. var offscreenSprite ('Base3.png') / Code to create and apply filters here. Neither had any sensors but both had copies of Microsoft Visual Studio 2012 Pro. var width window.innerWidth var height window.innerHeight var renderer new PIXI.WebGLRenderer(width, height) (renderer.view) var stage new PIXI.Container() // Create the offscreen sprite and stage. NOTE: When you duplicate a sprite in GameMaker you must remember to remove it again (with sprite_delete()) when no longer needed, otherwise there is risk of a memory leak which will slow down and eventually crash your game. I'm trying to copy sprite data (texture, pivot, vertices, uvs, etc) from one asset to another, but whatever I try to use: EditorUtility.CopySerialized (sprite1, sprite2) or SerializedObject. The graphical assets and sprite effects would likewise suffer from. A duplicated sprite will be places on its own unique texture page when created, meaning that duplicating multiple sprites will create multiple texture pages and have an impact on performance, so use this function only when necessary. For example, if you wish to change the bounding box for a sprite, or set its alpha from another sprite, you must first duplicate it, then perform the operation on the duplicated sprite and use that. This function must be used to copy any sprites from the original assets before any transformations can be done on them. This function will return the index of a newly created sprite that is a duplicate (copy) of the one input as the "index" argument.
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