如何在AndEngine中优化我的BitmapTextureAtlas?

时间:2012-05-24 16:55:41

标签: android andengine

目前我有4个不同的图像,我将其加载到4个单独的BitmapTextureAtlas中。 我想做的是在1 BitMapTextureAtlas中加载4个不同的图像来尝试优化速度。我已经编辑了我认为应该使其工作的代码但是当这个(动态壁纸)加载纹理时,屏幕只是白色。以下是我到目前为止所做的事情:

onLoadResources()

原始BitmapTextureAtlas:

this.StarsAtlas = new BitmapTextureAtlas(1024, 1024, TextureOptions.DEFAULT);   
this.SpaceAtlas = new BitmapTextureAtlas(1024, 1024, TextureOptions.DEFAULT);
this.CloudsAtlas = new BitmapTextureAtlas(1024, 1024, TextureOptions.DEFAULT);
this.SunetAtlas = new BitmapTextureAtlas(1024, 512, TextureOptions.DEFAULT);

我已经缩小到:

this.skyAtlas = new BitmapTextureAtlas(1024, 4096, TextureOptions.BILINEAR);

原始纹理区域:

    this.LayerStars = BitmapTextureAtlasTextureRegionFactory 
            .createFromAsset(this.StarsAtlas, this,
                    "stars.jpg", 0, 0); //568x518
    this.LayerSpace = BitmapTextureAtlasTextureRegionFactory
            .createFromAsset(this.SpaceAtlas, this,
                    "space.jpg", 0, 0); //500x800
    this.LayerClouds = BitmapTextureAtlasTextureRegionFactory
            .createFromAsset(this.CloudsAtlas, this,
                    "clouds.jpg", 0, 0); //600x478
    this.LayerSunset = BitmapTextureAtlasTextureRegionFactory
            .createFromAsset(this.SunsetAtlas, this,
                    "sunset.jpg", 0, 0); //997x460

我已改为:

    this.LayerStars = BitmapTextureAtlasTextureRegionFactory
            .createFromAsset(this.skyAtlas, this,
                    "stars.jpg", 0, 0); //568x518
    this.LayerSpace = BitmapTextureAtlasTextureRegionFactory
            .createFromAsset(this.skyAtlas, this,
                    "space.jpg", 0, 518); //500x800
    this.LayerClouds = BitmapTextureAtlasTextureRegionFactory
            .createFromAsset(this.skyAtlas, this,
                    "clouds.jpg", 0, 1318); //600x478
    this.LayerSunset = BitmapTextureAtlasTextureRegionFactory
            .createFromAsset(this.skyAtlas, this,
                    "sunset.jpg", 0, 1796); //997x460

加载纹理:

this.mEngine.getTextureManager().loadTexture(
            this.skyAtlas);

...稍后在 onLoadScene()中 这保持不变:

    Sprite starSprite = new Sprite(0, 0, 568, 518, this.LayerStars);
    Sprite cloudSprite = new Sprite(0, 0, 600, 478, this.LayerClouds);
    Sprite spaceSprite = new Sprite(0, 0, 500, 800, this.LayerSpace);
    Sprite sunsetSprite = new Sprite(0, 0, 997, 460, this.LayerSunset);

知道什么可能导致白屏? 另外,当我在4个单独的BitmapTextureAtlas中有4个不同的图像时,它加载得很好。

1 个答案:

答案 0 :(得分:2)

我唯一能看到的是你正在使用不同的纹理选项。您是否尝试过TextureOptions.DEFAULT而不是TextureOptions.BILINEAR? AndEngine论坛上的theturtleboy在使用相同设置的JPEG时遇到了一些问题。见http://www.andengine.org/forums/development/jpeg-support-t26.html