对于我正在开发的游戏,我必须使用大背景图像。这些图像大约是5000x3000。当试图将其显示为单个纹理时,我会在GWT和Android中获得黑盒子。我创建了一个将图像分割成纹理网格的类:
public class LargeImage extends LoadableGroup {
private boolean smooth=true;
public String filename;
private int trueWidth,trueHeight;
private ArrayList<Image> tiles=new ArrayList<Image>();
private ArrayList<Texture> textures=new ArrayList<Texture>();
private final int maxTextureSize = 512;
public LargeImage(String filename, CallbackAssetManager manager)
{
super();
this.filename=filename;
PixmapParameter param=new PixmapParameter();
param.format=Pixmap.Format.RGBA8888;
addAsset(new AssetDescriptor(filename, Pixmap.class,param));
manager.add(this);
}
public LargeImage(Pixmap map, boolean smooth)
{
super();
this.smooth=smooth;
fromPixMap(map);
}
public void loaded(CallbackAssetManager manager)
{
if(!manager.isLoaded(filename))
{
Gdx.app.log("Load Error",filename);
return;
}
Pixmap source = manager.get(filename, Pixmap.class);
fromPixMap(source);
}
private void fromPixMap(Pixmap source)
{
for (int x = 0;x < source.getWidth(); x+=maxTextureSize) {
for (int y = 0;y < source.getHeight(); y+=maxTextureSize) {
Pixmap p = new Pixmap(maxTextureSize, maxTextureSize, Pixmap.Format.RGBA8888);
p.drawPixmap(source, 0, 0, x, y, maxTextureSize, maxTextureSize);
Texture t=new Texture(new PixmapTextureData(p, Pixmap.Format.RGBA8888, true, false, true));
textures.add(t);
if(smooth)
t.setFilter(Texture.TextureFilter.MipMapLinearNearest, Texture.TextureFilter.Linear);
UncoloredImage tile = new UncoloredImage(t);
tile.setTouchable(Touchable.disabled);
tile.setX(x);
tile.setY(source.getHeight()-y-tile.getHeight());
p.dispose();
this.addActor(tile);
tiles.add(tile);
}
}
super.setWidth(source.getWidth());
super.setHeight(source.getHeight());
trueWidth=source.getWidth();
trueHeight=source.getHeight();
}
@Override
public void setWidth(float width) {
setScaleX(width/trueWidth);
super.setWidth(Math.abs(width));
}
public void setHeight(float height) {
setScaleY(height / (float)trueHeight);
super.setHeight(Math.abs(height));
}
@Override
public void dispose(CallbackAssetManager m) {
super.dispose(m);
for(int i=0;i<textures.size();i++)
textures.get(i).dispose();
}
}
当我需要加载其他级别时,问题就出现了。大约6次加载后,我得到GL输出或内存错误。我保持对我创建的每个纹理的引用,并在加载新级别时处理所有内容。为什么即使我丢弃旧纹理,我的内存也会耗尽?
答案 0 :(得分:0)
可能有这个部分&#34;来源&#34;:
Pixmap source = manager.get(filename, Pixmap.class);
fromPixMap(source);
如果您不使用更多,也许可以帮助您
答案 1 :(得分:0)
我发现了问题。我忘了处理1x1背景填充。我忘了我用这个类通过发送Pixmap来创建1x1图像。 1x1被转换为512x512,并且正在累积到水平,直到达到极限。我为正在创建的背景填充图像添加了一个处理,并修复了整个问题。
我还更新了tile生成器以使用所需的最小纹理大小,并且最多也达到了GL_MAX_TEXTURE_SIZE。这样,1x1图像实际上是1x1,而5000x3000是更少的图块,具体取决于图形硬件。这是新代码:
public class LargeImage extends LoadableGroup {
private boolean smooth=true;
public String filename;
public int trueWidth,trueHeight;
private ArrayList<Image> tiles=new ArrayList<Image>();
private ArrayList<Texture> textures=new ArrayList<Texture>();
private int maxTextureSize;
public LargeImage(String filename, CallbackAssetManager manager)
{
super();
this.filename=filename;
PixmapParameter param=new PixmapParameter();
param.format=Pixmap.Format.RGBA8888;
addAsset(new AssetDescriptor(filename, Pixmap.class,param));
manager.add(this);
}
public LargeImage(Pixmap map, boolean smooth)
{
super();
this.smooth=smooth;
fromPixMap(map);
}
public void draw(Batch batch, float parentAlpha)
{
//setCullingArea(new Rectangle(0,0,200,200));
batch.setColor(getColor());
super.draw(batch,parentAlpha);
}
public void loaded(CallbackAssetManager manager)
{
if(!manager.isLoaded(filename))
{
Gdx.app.log("Load Error",filename);
return;
}
Pixmap source = manager.get(filename, Pixmap.class);
fromPixMap(source);
}
private void fromPixMap(Pixmap source)
{
if(Gdx.app.getType()== Application.ApplicationType.WebGL)
maxTextureSize=512;
else
maxTextureSize=Gdx.gl.GL_MAX_TEXTURE_SIZE;
for (int x = 0;x < source.getWidth(); x+=maxTextureSize) {
for (int y = 0;y < source.getHeight(); y+=maxTextureSize) {
int tSize=getTextureSize(source.getWidth()-x,source.getHeight()-y);
Pixmap p = new Pixmap(tSize, tSize, Pixmap.Format.RGBA8888);
p.drawPixmap(source, 0, 0, x, y, tSize, tSize);
Texture t=new Texture(new PixmapTextureData(p, Pixmap.Format.RGBA8888, true, false, true));
textures.add(t);
if(smooth)
t.setFilter(Texture.TextureFilter.MipMapLinearNearest, Texture.TextureFilter.Linear);
UncoloredImage tile = new UncoloredImage(t);
tile.setTouchable(Touchable.disabled);
tile.setX(x);
tile.setY(source.getHeight()-y-tile.getHeight());
p.dispose();
this.addActor(tile);
tiles.add(tile);
}
}
super.setWidth(source.getWidth());
super.setHeight(source.getHeight());
trueWidth=source.getWidth();
trueHeight=source.getHeight();
}
public int getTextureSize(int width, int height)
{
int n=Math.max(width,height);
if(n>=maxTextureSize)
return maxTextureSize;
n--;
n |= n >> 1;
n |= n >> 2;
n |= n >> 4;
n |= n >> 8;
n |= n >> 16;
n++;
return n;
}
@Override
public void setWidth(float width) {
setScaleX(width/trueWidth);
super.setWidth(Math.abs(width));
}
public void setHeight(float height) {
setScaleY(height / (float)trueHeight);
super.setHeight(Math.abs(height));
}
@Override
public void dispose(CallbackAssetManager m) {
super.dispose(m);
for(int i=0;i<textures.size();i++) {
textures.get(i).dispose();
}
}
public void softDispose(CallbackAssetManager m) {
for(int i=0;i<textures.size();i++) {
textures.get(i).dispose();
}
}
}