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  Sprite sheet in LWJGL  (Read 1583 times)
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Offline masteryoom

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« Posted 2012-11-23 06:16:36 »

How would you select different pictures in a sprite sheet to put on the screen with LWJGL?

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Offline Grunnt

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« Reply #1 - Posted 2012-11-23 10:28:24 »

Your question is a bit generic: do you have code examples of what you are trying to do?

You may consider using Slick2D or LibGDX, which both support easy-to-use sprite sheets out of the box.

Offline Varkas
« Reply #2 - Posted 2012-11-23 11:21:23 »

Maybe I misunderstood the question, but isn't that just done by setting the texture coordinates so that the right area from the sprite sheet is put as texture on the sprite?

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Offline matheus23

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« Reply #3 - Posted 2012-11-23 14:52:47 »

So ... actually it's pretty easy.

You've got a SpriteSheet, which has dimensions width and height (in pixels).
Usually for Texture coordinates you use these:
1st Vertex: x: 0; y: 0
1st Vertex: x: 1; y: 0
1st Vertex: x: 1; y: 1
1st Vertex: x: 0; y: 1


We could replace this by some variables: lowX, lowY, highX and highY:
1st Vertex: x: lowX; y: lowY
1st Vertex: x: highX; y: lowY
1st Vertex: x: highX; y: highY
1st Vertex: x: lowX; y: highY


To get the above example, we would use 1 for high and 0 for low.

Sooo, to draw "Sprites" from the SpriteSheet, you'd just change your high and low values.
If you've got a spritesheet which is 512 pixels of width and 512 pixels of height, and you want the Sprite in the SpriteSheet at position x: 32; y: 32 and width: 64; height: 64, then you'd easily use this:

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sprite.lowX = sprite.pixelX / sheet.width;
sprite.lowY = sprite.pixelY / sheet.height;
sprite.highX = sprite.lowX + (sprite.pixelWidth / sheet.width);
sprite.highY = sprite.lowY + (sprite.pixelHeight / sheet.height);


It's pretty easy actually.

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