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Tag: libgdx

Planets won’t render when using for-loop in libgdx

I am running an N-body simulation (testing with three planets at first) and it appears when I use a for-loop to do so, all of the planets don’t render and while debugging i found out they don’t even have an address. However, if I manually type in the movement of all three planets it works. Here’s my code: It leaves

Libgdx Keep getting an error when I try to load a Tiled Map

I am relatively new to libgdx and I cannot figure how to fix this error I keep getting. I have tried multiple sources but none seem to work and I feel like there might be an error in my code. The error is… Execution failed for task ‘:desktop:DesktopLauncher.main()’. Process ‘command ‘/Users/rehan_samaratunga/Library/Java/JavaVirtualMachines/corretto-17.0.2/Contents/Home/bin/java” finished with non-zero exit value 1 My code is…

Can’t write to GL_RGBA32UI FBO texture on OpenGL ES

I have two GL_RGBA32UI FBO textures, which I use to store current state of particle positions/velocities per texel. The first I fill with data like this only once: Per render loop the second one is written to via a shader while the first is used as texture and the second as target. I do that by drawing a quad of

LIBGdx – I get gray pixels in a sprite when saving as PNG

I’ve been trying to scale down a sprite and save it to the android local store for later use, but everything I’ve tried always results in a grey edge around the sprite. Sprites As you can see, the sprite batch blend function is set to GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA and rendering to the screen look fine. It’s only when the PNG is

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