Reputation: 6164
This is the method i use to fly through my sprite sheet. In the object class i keep track of the information and do all the cycling, this basically just needs to assign the texture-mapping coords. only it doesn't seem to be working. But i logged the way i flip through the rows/columns and it is cycling correctly. But I see nothing as far as a texture. at all. am I missing something?
public void SetToAnimatedTexture(int NumFramesWide, int NumFramesTall, int CurrentRow, int CurrentColumn) {
/*****************************************************************************************
* This Assembles our Vertices in the correct spots by disassembling
* our custom rectangles corners, and adds animation. Call this after creating the meshRect
* *****************************************************************************************/
float frameWidth = 1/NumFramesWide;
float frameHeight = 1/NumFramesTall;
float u1 = frameWidth*CurrentColumn;
float u2 = (frameWidth*CurrentColumn) + frameWidth;
float u3 = (frameWidth*CurrentColumn) + frameWidth;
float u4 = frameWidth*CurrentColumn;
float v1 = (frameHeight*CurrentRow) + frameHeight;
float v2 = (frameHeight*CurrentRow) + frameHeight;
float v3 = frameHeight*CurrentRow;
float v4 = frameHeight*CurrentRow;
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(4 * VERTEX_SIZE);
byteBuffer.order(ByteOrder.nativeOrder());
vertices = byteBuffer.asFloatBuffer();
float x1 = (float) rect.BottomLeftCorner.x;
float x2 = (float) rect.BottomRightCorner.x;
float x3 = (float) rect.TopRightCorner.x;
float x4 = (float) rect.TopLeftCorner.x;
float y1 = (float) rect.BottomLeftCorner.y;
float y2 = (float) rect.BottomRightCorner.y;
float y3 = (float) rect.TopRightCorner.y;
float y4 = (float) rect.TopLeftCorner.y;
vertices.put(new float[] { x1, y1, 1, 1, 1, 1, u1, v1,
x2, y2, 1, 1, 1, 1, u2, v2,
x3, y3, 1, 1, 1, 1, u3, v3,
x4, y4, 1, 1, 1, 1, u4, v4 });
// x y r g b A u|s v|t
// x,y are coordinates
// rgba = color red green blue alpha
// u|s v|t = UV or ST texture coordinates
vertices.flip();
byteBuffer = ByteBuffer.allocateDirect(6 * 2);
byteBuffer.order(ByteOrder.nativeOrder());
indices = byteBuffer.asShortBuffer();
indices.put(new short[] { 0, 1, 2,
2, 3, 0 });
indices.flip();
}
this is part of a framework i have been setting up for myself.
Ok figured out the issue by doing some logging. this right here is the probelm
float frameWidth = 1/NumFramesWide;
float frameHeight = 1/NumFramesTall;
it is returning both values as 0. it says
1/2=0 , 1/4=0
i checked the value of all the variables and this is the issue.
Upvotes: 0
Views: 1683
Reputation: 4070
It's doing integer division first and then assignment. Since both 1 and NumFrames*
are integers, you end up with 0.
You can fix this by changing your code to
float frameWidth = 1.f/NumFramesWide;
float frameHeight = 1.f/NumFramesTall;
Upvotes: 9