Thats a nice workaround so i just dont add thrse objects to the world object and they wont be rendered but i can use their positions
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Show posts Menu bhn = new Texture(getAssets().open("Buttons/bhn.png"));
bhp = new Texture(getAssets().open("Buttons/bhp.png"));
bfn = new Texture(getAssets().open("Buttons/bfn.png"));
bfp = new Texture(getAssets().open("Buttons/bfp.png"));
} catch (IOException e) {
e.printStackTrace();
}
if(!tm.containsTexture("bhn"))
tm.addTexture("bhn", bhn);
if(!tm.containsTexture("bhp"))
tm.addTexture("bhp", bhp);
if(!tm.containsTexture("bfn"))
tm.addTexture("bfn", bfn);
if(!tm.containsTexture("bfp"))
tm.addTexture("bfp", bfp);
}
fb.clear(back);
world.renderScene(fb);
world.draw(fb);
//Blitting
fb.blit(tm.getTexture(bh), 0, 0, bhnX, bhnY
,128 ,128 , buttonWidth, buttonHeight, 100, false, null);
fb.blit(tm.getTexture(bf), 0, 0, bfnX, bfnY
,128 ,128 , buttonWidth, buttonHeight, 100, false, null);
fb.display();
try {
Texture teppich=new Texture(assetManager.open("teppichHems.jpg"));
Texture decke=new Texture(assetManager.open("StyroporDecke.jpg"));
Texture wand=new Texture(assetManager.open("WandBlech.jpg"));
TextureManager.getInstance().addTexture("Texture.001", teppich);
TextureManager.getInstance().addTexture("Texture", decke);
TextureManager.getInstance().addTexture("Texture.002", wand);
} catch (IOException e) {
e.printStackTrace();
}
try {
model = Loader.load3DS( assetManager.open("thirdfloorAndroid.3ds"), 1);
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
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