hi,
i want to create a texture and draw it as Picture in guiNode. I tried:
[java]
Texture2D tex = new Texture2D(image1);
tex.setWrap(Texture.WrapMode.Repeat);
picture.setTexture(assetManager, tex2, true);
[/java]
but this texture is resized, not repeat. I know how to do this for a Box/etc but i don’t know how to do it for a Picture in guiNode.
Any advice?
And BTW: next question, how to create Picture as transparent color. Is there a way to create bufferedImage and save it to the picture?
You have to scale the texture coordinates of the quad mesh, e.g.:
[java]
picture.getMesh().scaleTextureCoordinates(new Vector2f(0.5f,0.5f));
[/java]
thank you very much
and any advice for a second question?
Like with any other geometry:
picture.getMaterial().getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
i see, gui hud is a geometry with texture. I had never think in this way I rather thinked it override rendered pixels
so if i good understand i can set material(like on other geometries - becouse gui = geometry) on it with color and use blendMode
in better case i can just create a geometry rectangle near camera(distance 0?) and set material with blendMode
“Picture” is just a geometry with a quad mesh and a textured material, yeah.
picture is still missing, getWidth() and getHeight() :roll:
I had maked my own class of Picture, you can do the same. So what’s the problem? it is alpha still
btw: we should help jme developers it’s good for everyone. Im too weak to help for now.