Line size in LibGDX - libgdx

Is there a way to set line size in Shape Renderer to other than 1? Alternative solution could be to draw a rectangle, but that seems to be way to power consuming to me.

I have looked at a bunch of other questions and it seems that scaling a shape renderer line is not a good option. Please have a look at this: Increasing the width of line drawn using Shape Renderer in LibGDX

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Drawing shapes by pixel in libgdx

I'm trying to draw shapes in libgdx that change constantly so I don't think using sprites will work, and I was wondering if it is possible to draw a shape using a function that is called for each pixel to determine if it should be drawn.
What I need to draw is part of a washer (an area bound by two concentric circles and two radiuses), with the circles and radiuses changing constantly.
What I want to know is wether here is a way to draw complex shapes that are determined by a function (the shape would consist of those (x,y) for wich theFunction(x,y)=true) instead of an image
Everything is possible. The best solution really depends on the details of what you want to create. Perhaps you can show an example of what you mean?
Without seeing an example, it looks you might want to start with ShapeRenderer. See the javadocs for detailed information on how to use it. That should get you started and if you find it to be insufficient in some way then you at least you have a more specific question.
Btw, using a Pixmap as suggested by #Ludevik is also possible, but since you want it to change constantly that would imply uploading the entire image each frame which is not very performant.
Would use of Pixmap help?
You can create a pixmap:
Pixmap pixmap = new Pixmap(300, 300, Pixmap.Format.RGBA8888);
and then draw pixels with specific color on that pixmap:
pixmap.drawPixel(x, y, color);
Then you can then create a texture from that pixmap and draw the texture. I'm not sure about the performance of such solution though.
See also Pixmaps in the libgdx wiki.

Drawing over terrain with depth test?

i'm trying to render geometrical shapes over uneven terrain (loaded from heightmap / shapes geometry is also generated based on averaged heights across the heightmap however they do not fit it exactly). I have the following problem - somethimes the terrain shows through the shape like showed on the picture.
Open Image
I need to draw both terrain and shapes with depth testing enabled so they do not obstruct other objects in the scene.. Could someone suggest a solution to make sure the shapes are always rendered on top ? Lifting them up is not really feasible... i need to replace the colors of actual pixel on the terrain and doing this in pixel shader seems too expensive..
thanks in advance
I had a similar problem and this is how I solved it:
You first render the terrain and keep the depth buffer. Do not render
any objects
Render solid bounding box of the shape you want to put on the terrain.
You need to make sure that your bounding box covers all
the height range the shape covers
An over-conservative estimation is to use the global minimum and maximum elevation of the entire
terrain
In the pixel shader, you read depth buffer and reconstructs world space position
You check if this position is inside your shape
In your case you can check if its xy (xz) projection is within the given distance from
the center of your given circle
Transform this position into your shape's local coordinate system and compute the desired color
Alpha-blend over the render target
This method results in shapes perfectly aligned with the terrain surface. It also does not produce any artifacts and works with any terrain.
The possible drawback is that it requires using deferred-style shading and I do not know if you can do this. Still, I hope this might be helpful for you.

After Effect Bezier surface Wrap to AS3 DisplacementMapFilter

After Effect has the possibility to apply the a Bezier Surface over an image.
However we want to achieve that affect with AS3.
We can use DisplacementMapFilter, using a mapBitmap for each frame for the bezier effect..
How can we generate each of those bitmaps?
The only information that after effect gives are the 12 control points for 12 key frames each one.
How can we with that information generate those mapBitmap that the DisplacementMapFilter operation requests?
Maybe after effect has another information that we are missing?
Thanks in advance.
I'm asuming you're trying to come up with something like this: http://fatlinesofcode.philipandrews.org/2011/02/20/warping-bitmaps-with-a-bezier-surface/
Displacement map filter has limitations that would make this difficult.
The trick is to break up the image into triangles and warp these triangles along the bezier lines/surface you like. The more triangles you use the smoother the resulting image.
this is a good place to start : http://www.flashandmath.com/advanced/p10triangles/index.html
here is a more advanced example (without code) http://www.miaumiau.cat/2010/03/simple-surface-editor/ that is using bezier curves
more code here also: http://wonderfl.net/c/rFOlY
you can try looking up more resources with drawTriangles and distort keywords

Circle shaped texture libGdx

I've been searching for answer for about 2 hours now and I haven't found my desired answer. My question is, Is it possible, and how, to draw a circle-shaped texture, so that outside the circle, texture would be transparent, is it even possible?
Thanks in advance! This site has been a great help so far!
The easiest way is to open a program like Photoshop and make an image with an alpha-channel. That means: Start with a completely transparent image and draw a circle on it. Then save it as .png
You can then just load it in your game and render it using a SpriteBatch. It (or better your graphics card) knows how to handle the alphachannel and will keep everything but the circle completely invisible.
This way you do not have to manipulate any pixmaps at runtime and you are not limited to simple shapes like circles.
If the portion of the texture you want to see in the circle is not meant to change during execution, the easiest way is to open Photoshop, make what you want, export it as an image and then load it in a Texture or a Sprite object in your code.
But this can also be done at runtime, via OpenGL using a Stencil test. This is the only solution if the portion displayed in the circle will have to be alterable during execution.
pixmap use this link if u are using other than .png format for your images
Apart form it if you are using png images then just draw the cirlce. Outside the circle will remain transparent.

How can I create a variable-width stroke in AS3?

Is there any way to create a variable-width stroke on a drawn path? I need to imitate a pen pressure effect (without using a tablet). Can I do this by changing some properties of a stoke?
Thanks in advance
usually dont like just posting links! But this is what you need A Smooth and Responsive Drawing Application in AS3
It determines the thickness by the mouse speed, you can obviously change that to fit your needs