后端开发 .h #include "cocos2d.h" #include "cocos-ext.h" #include "ui/CocosGUI.h" #include "cocostudio/CocoStudio.h" USING_NS_CC; USING_NS_CC_EXT; using namespace ui; 1. 2. 3. 4. 5. 6. 7. 8. RenderTexture* _target; Vector<Sprite*> _brushs; void onTouchesMoved(const std:...
RenderTexture* _target; Vector<Sprite*> _brushs; void onTouchesMoved(const std::vector<Touch*>& touches, Event* event); void saveImage(cocos2d::Ref *sender); void clearImage(cocos2d::Ref *sender); .cpp Size widgetSize = Director::getInstance()->getWinSize(); layout = Layout::create()...
//定义一个CCRenderTexture,参数为宽高m_pTarget =CCRenderTexture::renderTextureWithWidthAndHeight(s.width, s.height);//然后他也必须像节点一样放入到场景或层中this->addChild(m_pTarget, -1);//然后在需要处理渲染管理时开始m_pTarget->begin();//然后需要渲染的对象调用vist,但是此时还不渲染m_pBrush->v...
我是在场景中继承了很多layerColor类绘制了很多自定义的UI控件,看着不错,可是当用renderTexture实现截屏功能时,总是发现只能截屏一小部分的node截屏,深入看了下和你发现的问题一致,node->visit只会调用layerColor的draw,这里只会添加绘图回调命令,真正的绘图需要等到OnDraw之后。 正在想解决方案,看了下底层render类有...
Cocos2d-x3.0 RenderTexture(三),.h#include"cocos2d.h"#include"cocos-ext.h"#include"ui/CocosGUI.h"#include"cocostudio/CocoStudio.h"USING_NS_CC;USING_NS_CC_EXT;usingnamespaceui;private:cocos2d::SpriteBatchNode
@ret:截取的图片路径--]]functiongetScreenshots()local size=CCDirector:sharedDirector():getWinSize()local renderTexture=CCRenderTexture:create(size.width,size.height,kCCTexture2DPixelFormat_RGBA8888)renderTexture:getSprite():setAnchorPoint(ccp(0.5,0.5))renderTexture:setPosition(ccp(size.width/2,size.height...
renderTexture1:endToLua()--这个之后必须隔帧取(或者加个定时器 当前帧取到的数据全是0)renderTexture1:retain()--必须加这个 保存对象 否则下帧就被回收了 不需要了记得releaselocalscheduler=cc.Director:getInstance():getScheduler()localfunctionscheduleCallBack()--do something--...localpImage=renderTexture1:...
m_pTarget = CCRenderTexture::renderTextureWithWidthAndHeight(s.width, s.height); 然后他也必须像节点一样放入到场景或层中 this->addChild(m_pTarget, -1); 然后在需要处理渲染管理时开始 m_pTarget->begin(); 然后需要渲染的对象调用vist,但是此时还不渲染 ...
renderTexture -> end(); renderTexture -> saveToFile(StringUtils::format(“demo.png”), Image::Format::PNG); 上面的代码就吧HelloWorld.png 截图保存成demo.png,保存在哪里呢? 可以通过getWritablePath()得到: log(“%s”, FileUtils::getInstance() -> getWritablePath().c_str()); ...
m_pTarget = CCRenderTexture::renderTextureWithWidthAndHeight(s.width, s.height); 然后他也必须像节点一样放入到场景或层中 this->addChild(m_pTarget, -1); 然后在需要处理渲染管理时开始 m_pTarget->begin(); 然后需要渲染的对象调用vist,但是此时还不渲染 ...