public class TextureSurface extends Surface
Surfacewhich renders to a
Textureinstead of to the default frame buffer.
TextureSurface makes use of three GPU resources: a framebuffer, a quad batch
and a texture. The framebuffer's lifecycle is tied to the lifecycle of the
TextureSurface. When you
close() it the framebuffer is disposed.
The quad batch's lifecycle is independent of the
TextureSurface. Most likely you will
use the default quad batch for your game which lives for the lifetime of your game.
The texture's lifecycle is also independent of the
TextureSurface and is managed by
reference counting. The texture is neither referenced, nor released by the
TextureSurface. It is assumed that the texture will be stuffed into an
used for rendering elsewhere and that code will manage the texture's lifecycle (even if the
texture is created by
TextureSurface in the first place).
|Modifier and Type||Field||Description|
The texture into which we're rendering.
Creates a texture surface which is
Creates a texture surface which renders to
|Modifier and Type||Method||Description|
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
alpha, begin, clear, clear, combineTint, concatenate, draw, draw, draw, draw, draw, drawCentered, drawLine, drawLine, end, endClipped, fillRect, intersects, popBatch, preConcatenate, pushBatch, restoreTx, rotate, saveTx, scale, setAlpha, setCheckIntersection, setFillColor, setFillPattern, setTint, startClipped, tint, transform, translate, tx
public final Texture texture
width x heightin display units. A managed backing texture will be automatically created.
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