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I need to implement masking with sprite in Andengine. I would like similar performance as in ios class referred to as
SKCropNode
which works like an masking node!
Is there any workaround like this in andengine/opengl ?
Thanks.
Edit:
This is one thing I used to be attempting to masks an entity, bought no impact, any suggestion?
public class ClippingEntity extends Entity//BaseSprite
{
protected int mWidth;
protected int mHeight;
public ClippingEntity(float pX, float pY, int pWidth, int pHeight, TextureRegion t)
{
tremendous(pX, pY);//, pWidth, pHeight, t);
mWidth = pWidth;
mHeight = pHeight;
}
@Override
protected void onManagedDraw(GL10 pGL, Camera pCamera)
{
pGL.glPushMatrix();
{
pGL.glEnable(GL10.GL_SCISSOR_TEST);
pGL.glScissor(0 + (int) mX, 800 - mHeight + (int) mY, mWidth, mHeight);
tremendous.onManagedDraw(pGL, pCamera);
pGL.glDisable(GL10.GL_SCISSOR_TEST);
}
pGL.glPopMatrix();
}
}
I’ve additionally tried Stencil Test nevertheless it simply clears the colour of rectangle. ref: opengl masks exams
Ultimate objective is to disable drawing modifications in particular entity the place it could aslo have clear background.
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