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  [libgdx] Can you draw a Sprite pixel-by-pixel instead of loading from image?  (Read 508 times)
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Offline heisenbergman

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« Posted 2013-05-08 06:05:26 »

In libgdx, how I know to do it is I create a Texture by loading an image into the program, and then create a Sprite using that Texture to render it to the screen.

But, is there a way to dynamically create an image inside the program by specifying the RGB values on a pixel-level and then drawing that to the screen?

Offline ReBirth
« Reply #1 - Posted 2013-05-08 06:17:47 »

You can try prepare a 1x1px white texture and or use Pixmap.

Offline heisenbergman

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« Reply #2 - Posted 2013-05-08 06:26:37 »

You can try prepare a 1x1px white texture and use Pixmap.
Hm, yeah that could work:

use setColor(float r, float g, float b, float a) then fill()?

How would you then piece together the different 1x1 Pixmap to, say for example, a 32x32 Sprite?

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Offline ReBirth
« Reply #3 - Posted 2013-05-08 06:31:23 »

Your pixmap should be that size (32). I said 1x1 for manual draw. I fixed my prev post and sorry for confusing.


Offline heisenbergman

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« Reply #4 - Posted 2013-05-08 06:41:12 »

Ah! Got it, yeah that would work thanks Grin

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