创建纹理时,我在SpriteKit中有一些奇怪的行为。下面的功能显示了我在做什么。简而言之,我在SceneKit中使用一组颜色(想象像素/体素)制作SCNNode。它就像一个魅力。但是,经过104次调用后返回的纹理为零。然后,它会被击中或遗漏纹理是否为零。我还提供准确的颜色信息。思考?
func create2dModelSK(with colors: [String]) -> SCNNode? {
let geo = SCNBox(width: 1.0, height: 1.0, length: 0.1, chamferRadius: 0.0)
let base = SCNNode(geometry: geo)
let view = SKSpriteNode(color: .white, size: CGSize(width: 160, height: 160))
view.anchorPoint = CGPoint(x: 0, y: 1)
var xOffset = 0
var yOffset = 0
var count = 0
for _ in 0...15 {
for _ in 0...15 {
guard let newColor = UIColor(hexString: "#" + colors[count] + "ff") else { return base }
let n = SKSpriteNode(color: newColor, size: CGSize(width: 10, height: 10))
n.anchorPoint = CGPoint(x: 0, y: 1)
n.position = CGPoint(x: xOffset, y: yOffset)
view.addChild(n)
xOffset += 10
count += 1
}
xOffset = 0
yOffset -= 10
}
let skView = SKView(frame: CGRect(x: 0, y: 0, width: 160, height: 160))
let texture = skView.texture(from: view)
//AFTER being called 104 times, texture is nil.
let faceMaterial = SCNMaterial()
faceMaterial.diffuse.contents = texture
let sideMaterial = SCNMaterial()
sideMaterial.diffuse.contents = UIColor.white
let materialsForBox = [faceMaterial,sideMaterial,faceMaterial,sideMaterial,sideMaterial,sideMaterial]
base.geometry?.materials = materialsForBox
let scale = SCNVector3(x: 0.1, y: 0.1, z: 0.1)
base.scale = scale
return base
}
答案 0 :(得分:1)
这是autoreleasepool
派上用场的地方,它允许您在autoreleasepool
完成后释放内存,这样在再次使用之前不会耗尽空间。
当然这不会解决您的主要问题,即创建太多纹理和耗尽内存空间,但它会让您至少再做一些因为它会释放{{{ 1}}坚持。
view.texture(from:node)