关于cocos2dx RenderTexture的newImage为空
发布时间:2020-12-14 19:39:32 所属栏目:百科 来源:网络整理
导读:Sprite* spr1 = Sprite::create("spr1.png");spr1-retain();//在3.0此处必须写上这个 auto render = RenderTexture::create(visibleSize.width,visibleSize.height,Texture2D::PixelFormat::RGBA8888);render-retain();render-beginWithClear(0,255);spr1-vi
Sprite* spr1 = Sprite::create("spr1.png"); spr1->retain();//在3.0此处必须写上这个 auto render = RenderTexture::create(visibleSize.width,visibleSize.height,Texture2D::PixelFormat::RGBA8888); render->retain(); render->beginWithClear(0,255); spr1->visit(); render->end(); Director::getInstance()->getRenderer()->render();//在3.0此处必须写上这个,否则newImage整张图片都为黑色,或者在下一帧获取 char jpg2[20]; sprintf(jpg2,"image-%d.jpg",123); std::string fullpath1 = FileUtils::getInstance()->getWritablePath() + jpg2; Image* image1 = render->newImage(); image1->saveToFile(fullpath1,true); //设置保存目录和文件名 image1->release(); (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |