Libgdx Fixed Point After Camera.rotatearound
Good night friends. I'm having trouble drawing a fixed point on the screen when the screen is rotated. I used the method 'rotateAround' from the position of the player. It seems to
Solution 1:
- It can be result of rounding because its moving a pixel.
- You can calculate rotation from the player but its not necessary.
- Of course you can use multiple cameras in your game and you should also in this case.
Its few screenshot from my old projects that i used multiple cameras
As you can see you can even use different type of cameras like ortho and perspective both 2D and 3D.
Just create new camera like first one and change projection matrix
camrotate = newOrthographicCamera(540, 960);
//...
camfixed = newOrthographicCamera(540, 960);
//...
And in render method
batch.setProjectionMatrix(camrotate.combined);
batch.begin();
//draw in camrotate now//...//...
batch.end();
batch.setProjectionMatrix(camfixed.combined);
batch.begin();
//draw fixed elements now//...//...
batch.end();
//add one more camera if you need
Edit: Change projection matrix outside of batch.begin()/end() otherwise the current batch will flushed.
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