I have a game that renders a bunch of sprites (several hundred), almost all of which are using the same texture. Currently, I\'m calling glDrawArrays(...) for each one, which I recently dis开发者_如何
Edit #2 I\'ve found the solution, it was more simple than I could have hoped. Thanks for your time. =) (Answered my own question with full solution)
How can I create a CCSprite that scales the image to fit within input bounds, i.e. if开发者_JS百科 I want a CCSprite that is width = 70 and height = 50 and scales the image in the file to 70,50.Is the
I am trying to calculate the angle of movement for a sprite in C++. Although at the moment I am just using the console to output my results.开发者_JAVA技巧
I made a class which manage sprites in an iphone application by using opengl es. rendering works well but when the sprite sheet is large (more than 512x512px) and the sprite has a part which doesn\'t
I\'ve been having some trouble with choppy movement of objects in a game. If the frame rate isn\'t capped, the game runs smooth.
I have sprites image, which contain set of sprites. i want to pull out each sprite from grid. I know that we 开发者_C百科have to split them through their pixels positions. But i think its not an eas
I\'m using RotateFlip to flip sprites horizontally. It seems that RotateFlip is applied when Graphics is drawn not image.
I want to draw an image using an additive blend mode. But I don\'t want to use OpenGL. I can\'t find anything to do this, maybe there\'s something in Quartz2D?
i\'m pretty confused over the following issue and would be grateful for some clarity. generally, how i work involves designing all of my graphics in Flash Authoring, converting them to Sprite symbols