What steps will reproduce the problem? 1.CCRenderTexture
What is the expected output? What do you see instead?
What cocos2d version are you using ? 2.0
What iOS / Mac SDK are you using ? iOS 7.1 and iOS 6
Debug or Release ? Debug
Which target device / target OS are you using ? iphone 5s, iphone4, and iphone emulators
iOS only: Does this happens on device ? or on the simulator ? or on both ? both
Mac only: x86 or i386 ?
Please provide any additional information below.
here is the code:
-(CCSprite *)stripedSpriteWithColor1:(ccColor4F)c1 color2:(ccColor4F)c2 textureWidth:(float)textureWidth textureHeight:(float)textureHeight stripes:(int)nStripes {
// 1: Create new CCRenderTexture
CCRenderTexture *rt = [CCRenderTexture renderTextureWithWidth:textureWidth height:textureHeight];
// 2: Call CCRenderTexture:begin
[rt beginWithClear:c1.r g:c1.g b:c1.b a:c1.a];
// 3: Draw into the texture
// Layer 1: Stripes
CGPoint vertices[nStripes*6];
ccColor4F colors[nStripes*6];
int nVertices = 0;
CCSprite *noise= [CCSprite spriteWithFile:@"Noise.jpg"];
[noise visit];
CC_NODE_DRAW_SETUP();
nVertices = 0;
vertices[nVertices] = CGPointMake(0, 0);
colors[nVertices++] = (ccColor4F){0, 0, 0, 0};
vertices[nVertices] = CGPointMake(textureWidth, 0);
colors[nVertices++] = (ccColor4F){0, 0, 0, 0};
vertices[nVertices] = CGPointMake(0, textureHeight);
colors[nVertices++] = (ccColor4F){0, 0, 0, gradientAlpha};
vertices[nVertices] = CGPointMake(textureWidth, textureHeight);
colors[nVertices++] = (ccColor4F){0, 0, 0, gradientAlpha};
glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_TRUE, 0, colors);
glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST);*/
//glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)nVertices);
// layer 3: top highlight
float borderHeight = textureHeight/16;
float borderAlpha = 0.6f;
nVertices = 0;
vertices[nVertices] = CGPointMake(0, 0);
colors[nVertices++] = (ccColor4F){0, 0.4, 0.2, borderAlpha};
vertices[nVertices] = CGPointMake(textureWidth, 0);
colors[nVertices++] = (ccColor4F){0, 0.4, 0.2, borderAlpha};
vertices[nVertices] = CGPointMake(0, borderHeight);
colors[nVertices++] = (ccColor4F){0, 0.4, 0.2, 0};
vertices[nVertices] = CGPointMake(textureWidth, borderHeight);
colors[nVertices++] = (ccColor4F){0, 0.4, 0.2, 0};
glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_TRUE, 0, colors);
glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST);
glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)nVertices);
// 4: Call CCRenderTexture:end
[rt end];
// 5: Create a new Sprite from the texture
return [CCSprite spriteWithTexture:rt.sprite.texture];
}
and here is the call
CCSprite *stripes = [self stripedSpriteWithColor1:color3 color2:color4 textureWidth:IS_IPHONE_5 ? 512:256 textureHeight:256 stripes:4]; ccTexParams tp2 = {GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_CLAMP_TO_EDGE}; [stripes.texture setTexParameters:&tp2];
- unnamed.png 563.45KB
- unnamed-2.png 493.74KB
Comment #1
Posted on Apr 6, 2014 by Massive Horsethe problem seems not present on the emulators.
Comment #2
Posted on Apr 8, 2014 by Helpful Monkeypls help me i really need to solve this...
Comment #3
Posted on Apr 9, 2014 by Helpful Monkeythe game is like tiny wings so the world is moving constantly and so the background.
Status: New
Labels:
Type-Defect
Priority-Medium