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Uvrect texturepacker
Uvrect texturepacker












uvrect texturepacker

If( mDesc-> image_updateEveryFrame = update)

uvrect texturepacker

Void Image::setUpdateEveryFrame( bool update) Widget::setTransparencyPicking(transparencyPicking) Show drawcall count on UIPanels details panel. When you use overlay UI by SceneCapture2D, you can eject player and hide UI. Modify UIRoot for editor simulation mode. If any prefab contains the UITexture component, then you should recreate that prefab. Void Image::setTransparencyPicking( bool transparencyPicking) Add UVRect property to UITexture, so UITexture can choose a rect area to show texture. load( mDesc-> image_imageName,Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME) resourceExists( mDesc-> image_imageName)) TexturePacker.pack(TexturePacker. If(! Ogre::TextureManager::getSingleton(). zero) but different RGBs), they will be overwritten, that is, the two sprites will share same uv rect. Void Image::setImage( const Ogre::String& name) getIntersection(clipRegion)) īrush-> setTexture( mDesc-> image_imageName) īrush-> drawTiledRectangle(clipRegion, UVRect( 0, 0, 1, 1)) īrush-> drawRectangle(clipRegion, UVRect( 0, 0, 1, 1)) īrush::getSingleton(). translate( mTexturePosition) īrush-> setClipRegion(prevClipRegion. They all required some post or pre processing which just isn't worth the extra work. Believe me, I tried every way possible to go without string creation and the cost of making a few strings at startup outweighed every other option. Rect prevClipRegion = brush-> getClipRegion() ĬlipRegion. TexturePacker will reconfigure the order depending on the new sprites added to best fit the setup. size), mSkinElement) ĬolourValue prevColor = brush-> getColour() SetUpdateEveryFrame(id-> image_updateEveryFrame) īrush-> setFilterMode( mDesc-> widget_brushFilterMode) īrush-> drawSkinElement( Rect( mTexturePosition, mWidgetDesc-> widget_dimensions.

uvrect texturepacker

Image::Image( const Ogre::String& name) : size = Size( 100, 100) ī-> IO( "UpdateEveryFrame ",&image_updateEveryFrame) SkinDefinition* d = OGRE_NEW_T(SkinDefinition,Ogre::MEMCATEGORY_GENERAL)( "Image ") # include "QuickGUISkinDefinitionManager.h "Ĭonst Ogre::String Image::BACKGROUND = "background " Learn more about bidirectional Unicode characters To review, open the file in an editor that reveals hidden Unicode characters. This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below.














Uvrect texturepacker