How do you scale SKSpirteNode without anti aliasin

2020-06-03 02:52发布

I am trying to scale an SKSpriteNode object without smoothing/anti-aliasing (I'm using pixel-art so it looks better pixelated).

Is there a property I need to set to do this? This is the code I am using to render the sprite:

SKTextureAtlas *atlas = [SKTextureAtlas atlasNamed:@"objects"];
SKTexture *f1 = [atlas textureNamed:@"hero_1.png"];

SKSpriteNode *hero = [SKSpriteNode spriteNodeWithTexture:f1];
[self addChild: hero];

hero.scale = 6.0f;

The image is scaled correctly but blurry/smoothed out. This is hero_1.png enter image description here.

3条回答
贪生不怕死
2楼-- · 2020-06-03 03:31

Just a note, if you create a SKSpriteNode instead of SKTexture, you can set the SKTextureFilteringNearest like in the following example:

SKSpriteNode *asteroid = [SKSpriteNode spriteNodeWithImageNamed:@"o1"];
asteroid.size = CGSizeMake(36, 24);
asteroid.position = CGPointMake(startX, startY);
asteroid.name = @"obstacle";
// >>>
asteroid.texture.filteringMode = SKTextureFilteringNearest;
// <<<
[self addChild:asteroid];
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虎瘦雄心在
3楼-- · 2020-06-03 03:33

try this:

hero.xscale = 6.0f;
hero.yscale = 6.0f;
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一夜七次
4楼-- · 2020-06-03 03:41

Try,

SKTexture *texture = [SKTexture textureWithImageNamed:@"Fak4o"];
texture.filteringMode = SKTextureFilteringNearest;
SKSpriteNode *newHero = [SKSpriteNode spriteNodeWithTexture:texture];
newHero.position = CGPointMake(200, 200);
[newHero setScale:50];
[self addChild:newHero];

SKTextureFilteringNearest

Each pixel is drawn using the nearest point in the texture. This mode is faster, but the results are often pixelated.

Swift:

sprite.texture!.filteringMode = .Nearest
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