Just a quick little question:
I’m trying to display a few simple 2D pictures using the Picture class.
But the size of the pictures is 1 by default, do you have to change it
manually every time you load a new picture?
Or is there maybe a better way to display moving and rotating 2D graphics?
Use your image as a texture on a quad. Or maybe check sprite meshes and particles if you will be using lots of pictures at the same time …
EDIT: Picture is for GUI elements, you should be able to rotate it in 2D space, if you want it in 3D, you should manually construct a quad and use a texture on it.
EDIT2: Yes you have to change size of the picture manually everytime you load it. It actually only changes the size of underlying geometry.
Well, it’s for a 2D game, so rotating in 3D is nothing I’m looking for.
Using a texture on a squad is pretty straightforward, of course, but I’d
still have to scale the quad manually…
Well, I sort of walked backwards from Picture.
Picture does not have a getter for the size? Well, okay, somewhere the image gets stuffed in, let’s look at the data objects that pass into Picture, maybe one of these gives me the size - oh yes, Texture2D has it.
It’s an acquired skill that comes with using too many too restricted standard libraries