![]() ![]() I'm really trying to add a sprite as a child note to a rigidbody, but found that it occurs regardless of the parent or siblings. This bug happens in a more complex scene as well. I can just drag the image from the filesystem, but I'd expect this way to work as well. In addition to SVG format, we also provide other formats including PNG, GIF and CSS for you to download, depending on the resource type you are working on. Code: byte bytes File.ReadAllBytes (Application.persistentDataPath + '/sprite.png') Texture2D texture new Texture2D (width, height) texture.filterMode FilterMode.Trilinear. import pygame, sys, random skierimages 'skierdown.png', 'skierright1.png', 'skierright2.png', 'skierleft2.png', 'skierleft1.png' 1 1 pygame.sprite. Images are all based on the loseless vector format SVG to optimize the image quality and file size. Most of the non-3D images are available in 3 formats - GIF, APNG and SVG. The expected behavior is that the image loads and shows in the sprite. PNG file that is in my persistent data path and use it as the sprite source for the UI Image. project provides more than 1000 different animations, split into 18 categories including most widely used loading spinners, horizontal bars, animated custom texts and others. Here is an example of how you can load and display an image as a sprite in Pygame: import pygame Initialize Pygame pygame. The error still occurred when I tried GLES2 as well. I can load the image into an animated sprite frame but not into a sprite. Scene/resources/texture.cpp:191 - Condition ' p_image.is_null() ' is true. You can also use Resources.Load to create a sprite, if you have the image file in your Resources folder: string path 'filename' // filename. If (GamePad.GetState(PlayerIndex.One).Buttons.Back = ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Drivers/gles3/rasterizer_storage_gles3.cpp:1035 - Condition ' !texture->active ' is true. Instead of convert() try convertalpha().Assuming your image has an alpha channel (PNG should be good) and it has been applied to your background. Protected override void Update(GameTime gameTime) SpriteBatch = new SpriteBatch(GraphicsDevice) Graphics = new GraphicsDeviceManager(this) I briefly got it to look like this after deleting the PNG, remaking it… AND THEN reloading it into the pipeline tool.Doing that again has only ever resulted in the second image. Secondly, make this a bit more object oriented. This is what it always ends up looking like. You can first, put your images into sprite objects. This is also what it looks like if I click view INSIDE the monogame pipeline. I’ve also tried reinstalling, but it seems to make no difference. I don’t know why it’s not working, but I think the problems lies with the pipeline tool. I’ve got only two classes, Game1.cs and Sprite.cs. Images are all based on the loseless vector format SVG to optimize the image quality and file size. PNG file that is in my persistent data path and use it as the sprite source for the UI Image. Ok, I’m going to post the entirety of my code here, even though I don’t believe that’s the problem. ![]()
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