Timeline for How To Correctly Extend the Sprite Class in LibGDX
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Mar 25, 2013 at 21:14 | vote | accept | Squagem | ||
| Mar 25, 2013 at 16:04 | comment | added | Squagem | Ahh yes, I see. Okay, this seems like it would be a solution. Yet again, however, this is quite a bit of overhead just to extend the Sprite class. The tutorial even specified, that if you only have a few Textures as I do, that using the AssetsManager was a bad idea. However, nonetheless, it solves my issue. I will leave the question unanswered for a while to hear some other potential approaches, but after a day or two you will receive your accept! (Assuming a more lightweight approach is not found) :) | |
| Mar 25, 2013 at 15:49 | comment | added | petervaz | @Squagem Well, using the manager to load the texture you won't need to create, or dispose it yourself, which I understood as being the problem. You just call manager.get("data/mytexture.png", Texture.class) to access it. If you sure you don't need a texture anymore just call `manager.unload("texture.png"). | |
| Mar 25, 2013 at 15:44 | comment | added | Squagem | Hmm, this seems to be a package geared towards making the loading of Textures easier and more streamlined, which does not help me here as I am not running into issues loading the Texture, but rather, when and how to load it. Did I maybe miss something in the link you provided that would relate more to my post? | |
| Mar 25, 2013 at 15:31 | history | edited | petervaz | CC BY-SA 3.0 | deleted 8 characters in body |
| Mar 25, 2013 at 15:26 | comment | added | Squagem | Thank you for your prompt response. I will look into this immediately and get back to you! | |
| Mar 25, 2013 at 15:25 | history | answered | petervaz | CC BY-SA 3.0 |