/// <summary> /// 读取指定纹理,并为该资源生成阴影效果。 /// </summary> /// /// <param name="texture"></param> /// <param name="angle"></param> /// <returns></returns> public static LTexture CreateShadowTexture(LTexture texture, float angle) { return(TextureUtils.CreateShadowTexture(texture, 0.4f, 1f, angle)); }
/// <summary> /// 读取指定图像资源,并为该资源生成阴影效果。 /// </summary> /// /// <param name="resName"></param> /// <param name="angle"></param> /// <returns></returns> public static LTexture CreateShadowTexture(string resName, float angle) { return(TextureUtils.CreateShadowTexture(LTextures.LoadTexture(resName), 0.4f, 1f, angle)); }
public static LTexture FilterColor(string res, Color[] colors) { return(TextureUtils.FilterColor(res, colors, Loon.Core.Graphics.Opengl.LTexture.Format.DEFAULT)); }
public static LTexture FilterLimitColor(string res, LColor start, LColor end) { return(TextureUtils.FilterLimitColor(res, start, end, Loon.Core.Graphics.Opengl.LTexture.Format.DEFAULT)); }
public static LTexture FilterColor(string res, LColor height) { return(TextureUtils.FilterColor(res, height, Loon.Core.Graphics.Opengl.LTexture.Format.DEFAULT)); }