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AppGameKit Classic Chat / SetRenderToImage question

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paulrobson
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Joined: 22nd Nov 2014
Location: Norfolk, England
Posted: 25th Jan 2015 08:13
Hi. The SetRenderToImage() command talks about 'draw calls' - does it mean this literally (e.g. lines as used in the example) ? Can you render sprites using this ?

I'm doing something like this, experimenting with backbuffers for tiling rather than just having lots of sprites (which works very well !)

baxslash
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Joined: 26th Dec 2006
Location: Duffield
Posted: 25th Jan 2015 09:00
Yes, rendering to an image is exactly the same as rendering to the screen but it puts what you would expect to be on the screen into an image. I use it extensively. 1 thing to remember is that Android requires power of 2 render images i.e.. 1024x512 or 512x512

Just remember you only need to create 1 render image not 1 every frame. Apply the image to a sprite when rendering to the screen or to a plane / quad object in 3D.


Using AppGameKit V2 Tier 1
paulrobson
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Joined: 22nd Nov 2014
Location: Norfolk, England
Posted: 25th Jan 2015 10:55
Is that why my code doesn't work - I have to apply the image while rendering to the screen, then render the sprite when rendering to the RenderImage ?
Polaraul
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Joined: 13th Dec 2014
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Posted: 25th Jan 2015 12:59
This is how I usually draw a sprite to a render image outside of my main loop.


baxslash
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17
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Joined: 26th Dec 2006
Location: Duffield
Posted: 25th Jan 2015 15:15
Here's the basic way I do it:
Create an image of power of 2 size
Apply the image to a sprite / object
During the loop:
Set Render To Image
render stuff
Set Render To Screen
draw the object / sprite you applied the image to


Using AppGameKit V2 Tier 1

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