Reputation: 5963
Suppose I have an array of Rectangles corresponding with tiles in a texture atlas. What I want to do is take these tiles and create a Texture2D object out of them. Basically, I want to put the pixel data of each tile together sequentially to form one image. How could I go about doing this? Would Texture2D.SetData()
be of use here?
Upvotes: 2
Views: 382
Reputation: 860
RenderTarget2D target = new RenderTarger2D(...);
//I cant remeber the arguments off the top of my head.
//I think its GraphicsDevice, Width, Height, GenerateMipmap, SurfaceFormat, Depthformat
GraphicsDevice.SetRenderTarget(target);
GraphicsDevice.Clear(Color.Black); //any colour will do
using(SpriteBatch b = new SpriteBatch(GraphicsDevice))
{
b.Begin();
//Loop through all texture and draw them, so ...
for(int y = 0; y < 10; i++)
for(int y = 0; y < 10; i++)
batch.Draw(Texture, new Rectangle(xPos, yPos, width, height), Color.White));
b.End();
}
GraphicsDevice.SetRenderTarget(null);
//Then to access your new Texture, just do
Texture newTexture = target; //Target inherits from Texture2D so no casting needed
Hope this helps :)
Upvotes: 1