public RenderTextureIssue937() { /* * 1 2 * A: A1 A2 * * B: B1 B2 * * A1: premulti sprite * A2: premulti render * * B1: non-premulti sprite * B2: non-premulti render */ CCLayerColor background = new CCLayerColor(new CCColor4B(200, 200, 200, 255)); AddChild(background); CCSprite spr_premulti = new CCSprite("Images/fire"); spr_premulti.Position = new CCPoint(16, 48); CCSprite spr_nonpremulti = new CCSprite("Images/fire"); spr_nonpremulti.Position = new CCPoint(16, 16); /* A2 & B2 setup */ CCRenderTexture rend = new CCRenderTexture(32, 64); // It's possible to modify the RenderTexture blending function by //CCBlendFunc bf = new CCBlendFunc (OGLES.GL_ONE, OGLES.GL_ONE_MINUS_SRC_ALPHA); //rend.Sprite.BlendFunc = bf; rend.Begin(); // A2 spr_premulti.Visit(); // B2 spr_nonpremulti.Visit(); rend.End(); CCSize s = CCDirector.SharedDirector.WinSize; /* A1: setup */ spr_premulti.Position = new CCPoint(s.Width / 2 - 16, s.Height / 2 + 16); /* B1: setup */ spr_nonpremulti.Position = new CCPoint(s.Width / 2 - 16, s.Height / 2 - 16); rend.Position = new CCPoint(s.Width / 2 + 16, s.Height / 2); AddChild(spr_nonpremulti); AddChild(spr_premulti); AddChild(rend); }
public void renderScreenShot() { var size = CCDirector.SharedDirector.WinSize; var texture = new CCRenderTexture((int)size.Width, (int)size.Height); //var texture = new CCRenderTexture(512, 512); texture.AnchorPoint = new CCPoint(0, 0); texture.Begin(); Visit(); texture.End(); CCSprite sprite = new CCSprite(texture.Sprite.Texture); //sprite.Position = new CCPoint(256, 256); sprite.Position = new CCPoint(size.Width/2, size.Height / 2); sprite.Opacity = 182; //sprite.IsFlipY = true; AddChild(sprite, 999999); sprite.Color = CCTypes.CCGreen; sprite.RunAction( CCSequence.FromActions( new CCFadeTo (2, 0), new CCHide() ) ); }