I am using LibGDX for a project, and I am trying to tile/repeat a texture across a specific amount of space. At the moment I am using a TextureRegion set to the proper size, and any extra space off of the texture is being filled as you would expect in OpenGL using "Clamp To Edge". I figured there would be an easy way to change this behavior to the "Repeat" mode, however I cannot seem to find a way to make that work, despite it seeming like something that should be fairly easy to change.
So, basically, is there a simple way to repeat an image in a set area using LibGDX, short of having to manually build it by repeating the texture myself in some form of loop?
If you're using a TextureRegion
, you can use a TiledDrawable like so:
TiledDrawable tile = new TiledDrawable(textureRegion);
tile.draw(spriteBatcher, x, y, width, height);
You can use "SetWrap" on your texture and create a TextureRegion based on that Texture. Important: It took me a while to figure it out, but to be mirrored, your texture must be a power of two size. It was working on Android but not on iOS and you don't get a message - it was shown as black. So it must be 4x4 or 8x8, 16x16 .. 256x256 or 512x512 .. To Create a 3x3 mirrored image (or axb size)
Texture imgTexture = new Texture(Gdx.files.internal("badlogic.jpg"));
imgTexture.setWrap(Texture.TextureWrap.MirroredRepeat, Texture.TextureWrap.MirroredRepeat);
TextureRegion imgTextureRegion = new TextureRegion(imgTexture);
imgTextureRegion.setRegion(0,0,imgTexture.getWidth()*3,imgTexture.getHeight()*3);
Will give you this:
Below you can see the sample code that generated that picture using a Stage and Image Actor (Scene2D)
public class GameScreen implements Screen {
MyGdxGame game;
private Stage stage;
public GameScreen(MyGdxGame aGame){
stage = new Stage(new ScreenViewport());
game = aGame;
Texture imgTexture = new Texture(Gdx.files.internal("badlogic.jpg"));
imgTexture.setWrap(Texture.TextureWrap.MirroredRepeat, Texture.TextureWrap.MirroredRepeat);
TextureRegion imgTextureRegion = new TextureRegion(imgTexture);
imgTextureRegion.setRegion(0,0,imgTexture.getWidth()*3,imgTexture.getHeight()*3);
TextureRegionDrawable imgTextureRegionDrawable = new TextureRegionDrawable(imgTextureRegion);
Image img = new Image();
img.setDrawable(imgTextureRegionDrawable);
img.setSize(imgTexture.getWidth()*3,imgTexture.getHeight()*3);
stage.addActor(img);
}
@Override
public void show() {
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act(delta);
stage.draw();
}
@Override
public void resize(int width, int height) {
stage.getViewport().update(width, height, true);
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void hide() {
}
@Override
public void dispose() {
stage.dispose();
}
}
I haven't tried this myself, but I found this post on google when trying to troubleshoot another issue. In the LIBGDX api I found this method, maybe it could help?
http://libgdx.l33tlabs.org/docs/api/com/badlogic/gdx/graphics/Texture.html#setWrap(com.badlogic.gdx.graphics.Texture.TextureWrap, com.badlogic.gdx.graphics.Texture.TextureWrap)
This isn't for a texture region though, rather the texture itself...
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