Class cc.RenderTexture
Extends
cc.Node.
Defined in: CCRenderTexture.js.
Constructor Attributes | Constructor Name and Description |
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cc.RenderTexture is a generic rendering target.
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Field Attributes | Field Name and Description |
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the offscreen canvas for rendering and storing the texture
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stores a reference to the canvas context object
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Method Attributes | Method Name and Description |
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begin()
starts grabbing
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beginWithClear(r, g, b, depthValue, stencilValue, a)
starts rendering to the texture while clearing the texture first.
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clear(r, g, b, a)
clears the texture with a color
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clearDepth(dep)
clears the texture with a specified depth value
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clearStencil(stencilValue)
clears the texture with a specified stencil value
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<static> |
cc.RenderTexture.create(width, height, format, depthStencilFormat)
creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid
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ctor()
Constructor
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end()
ends grabbing
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The sprite
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initWithWidthAndHeight(width, height, format, depthStencilFormat)
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listenToBackground(obj)
Listen "come to background" message, and save render texture.
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creates a new CCImage from with the texture's data.
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saveToFile(filePath, format)
saves the texture into a file using JPEG format.
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setContentSize(size)
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setSprite(sprite)
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- Methods borrowed from class cc.Node:
- addChild, cleanup, convertToNodeSpace, convertToNodeSpaceAR, convertTouchToNodeSpace, convertTouchToNodeSpaceAR, convertToWorldSpace, convertToWorldSpaceAR, description, draw, getActionByTag, getActionManager, getAnchorPoint, getAnchorPointInPoints, getBoundingBox, getBoundingBoxToWorld, getCamera, getChildByTag, getChildren, getChildrenCount, getContentSize, getGLServerState, getGrid, getOrderOfArrival, getParent, getPosition, getPositionX, getPositionY, getRotation, getScale, getScaleX, getScaleY, getScheduler, getShaderProgram, getSkewX, getSkewY, getTag, getUserData, getUserObject, getVertexZ, getZOrder, ignoreAnchorPointForPosition, init, isIgnoreAnchorPointForPosition, isRunning, isVisible, nodeToParentTransform, nodeToWorldTransform, numberOfRunningActions, onEnter, onEnterTransitionDidFinish, onExit, onExitTransitionDidStart, parentToNodeTransform, pauseSchedulerAndActions, release, removeAllChildren, removeAllChildrenWithCleanup, removeChild, removeChildByTag, removeFromParent, removeFromParentAndCleanup, reorderChild, resumeSchedulerAndActions, retain, runAction, schedule, scheduleOnce, scheduleUpdate, scheduleUpdateWithPriority, setActionManager, setAnchorPoint, setGLServerState, setGrid, setNodeDirty, setOrderOfArrival, setParent, setPosition, setPositionX, setPositionY, setRotation, setScale, setScaleX, setScaleY, setScheduler, setShaderProgram, setSkewX, setSkewY, setTag, setUserData, setUserObject, setVertexZ, setVisible, setZOrder, sortAllChildren, stopAction, stopActionByTag, stopAllActions, transform, transformAncestors, unschedule, unscheduleAllCallbacks, unscheduleUpdate, update, updateTransform, visit, worldToNodeTransform
Class Detail
cc.RenderTexture()
cc.RenderTexture is a generic rendering target. To render things into it,
simply construct a render target, call begin on it, call visit on any cocos
scenes or objects to render them, and call end. For convienience, render texture
adds a sprite as it's display child with the results, so you can simply add
the render texture to your scene and treat it like any other CocosNode.
There are also functions for saving the render texture to disk in PNG or JPG format.
simply construct a render target, call begin on it, call visit on any cocos
scenes or objects to render them, and call end. For convienience, render texture
adds a sprite as it's display child with the results, so you can simply add
the render texture to your scene and treat it like any other CocosNode.
There are also functions for saving the render texture to disk in PNG or JPG format.
Field Detail
{HTMLCanvasElement}
canvas
the offscreen canvas for rendering and storing the texture
{CanvasContext}
context
stores a reference to the canvas context object
Method Detail
begin()
starts grabbing
beginWithClear(r, g, b, depthValue, stencilValue, a)
starts rendering to the texture while clearing the texture first.
This is more efficient then calling -clear first and then -begin
This is more efficient then calling -clear first and then -begin
- Parameters:
- {Number} r
- red 0-255
- {Number} g
- green 0-255
- {Number} b
- blue 0-255
- {Number} depthValue
- {Number} stencilValue
- {Number} a
- alpha 0-255 0 is transparent
clear(r, g, b, a)
clears the texture with a color
- Parameters:
- {Number} r
- red 0-255
- {Number} g
- green 0-255
- {Number} b
- blue 0-255
- {Number} a
- alpha 0-255
clearDepth(dep)
clears the texture with a specified depth value
- Parameters:
- {Number} dep
clearStencil(stencilValue)
clears the texture with a specified stencil value
- Parameters:
- {Number} stencilValue
<static>
{cc.RenderTexture}
cc.RenderTexture.create(width, height, format, depthStencilFormat)
creates a RenderTexture object with width and height in Points and a pixel format, only RGB and RGBA formats are valid
// Example var rt = cc.RenderTexture.create()
- Parameters:
- {Number} width
- {Number} height
- {cc.IMAGE_FORMAT_JPEG|cc.IMAGE_FORMAT_PNG|cc.IMAGE_FORMAT_RAWDATA} format
- {Number} depthStencilFormat
- Returns:
- {cc.RenderTexture}
ctor()
Constructor
end()
ends grabbing
{HTMLCanvasElement}
getCanvas()
- Returns:
- {HTMLCanvasElement}
{cc.Sprite}
getSprite()
The sprite
- Returns:
- {cc.Sprite}
{Boolean}
initWithWidthAndHeight(width, height, format, depthStencilFormat)
- Parameters:
- {Number} width
- {Number} height
- {cc.IMAGE_FORMAT_JPEG|cc.IMAGE_FORMAT_PNG|cc.IMAGE_FORMAT_RAWDATA} format
- {Number} depthStencilFormat
- Returns:
- {Boolean}
listenToBackground(obj)
Listen "come to background" message, and save render texture. It only has effect on Android.
- Parameters:
- {cc.Class} obj
{cc.Image}
newCCImage()
creates a new CCImage from with the texture's data. Caller is responsible for releasing it by calling delete.
- Returns:
- {cc.Image}
saveToFile(filePath, format)
saves the texture into a file using JPEG format. The file will be saved in the Documents folder.
Returns YES if the operation is successful.
- Parameters:
- {Number} filePath
- {Number} format
setContentSize(size)
- Parameters:
- {cc.Size} size
setSprite(sprite)
- Parameters:
- {cc.Sprite} sprite