假设我有一个与纹理图集中的图块对应的矩形数组。我想要做的是采取这些瓷砖并从中创建一个Texture2D对象。基本上,我想将每个图块的像素数据顺序放在一起以形成一个图像。我怎么能这样做? Texture2D.SetData()
会在这里使用吗?
答案 0 :(得分:1)
RenderTarget2D target = new RenderTarger2D(...);
//I cant remeber the arguments off the top of my head.
//I think its GraphicsDevice, Width, Height, GenerateMipmap, SurfaceFormat, Depthformat
GraphicsDevice.SetRenderTarget(target);
GraphicsDevice.Clear(Color.Black); //any colour will do
using(SpriteBatch b = new SpriteBatch(GraphicsDevice))
{
b.Begin();
//Loop through all texture and draw them, so ...
for(int y = 0; y < 10; i++)
for(int y = 0; y < 10; i++)
batch.Draw(Texture, new Rectangle(xPos, yPos, width, height), Color.White));
b.End();
}
GraphicsDevice.SetRenderTarget(null);
//Then to access your new Texture, just do
Texture newTexture = target; //Target inherits from Texture2D so no casting needed
希望这会有所帮助:)