I'm using SFML for C#. I want to create a BackgroundImage Sprite and then start drawing it with an Agent, represented as a Circle, on top of it like that:
static void Main(string[] args)
{
Window = new RenderWindow(new VideoMode((uint)map.Size.X * 30, (uint)map.Size.Y * 30), map.Name + " - MAZE", Styles.Default);
while (Window.IsOpen)
{
Update();
}
}
static public RenderWindow Window { get; private set; }
static Map map = new Map(string.Format(@"C:\Users\{0}\Desktop\Maze.png", Environment.UserName));
static public void Update()
{
Window.Clear(Color.Blue);
DrawBackground();
DrawAgent();
Window.Display();
}
static void DrawAgent()
{
using (CircleShape tempCircle = new CircleShape
{
FillColor = Color.Cyan,
Radius = 15,
Position = new Vector2f(30, 30),
Origin = new Vector2f(30, 30),
Scale = new Vector2f(.5f, .5f)
})
{
Window.Draw(tempCircle);
}
}
static private Sprite BackgroundImage { get; set; }
static void DrawBackground()
{
if (BackgroundImage == null)
BackgroundImage = GetBackground();
Window.Draw(BackgroundImage);
}
static Sprite GetBackground()
{
RenderTexture render = new RenderTexture((uint)map.Size.X * 30, (uint)map.Size.Y * 30);
foreach (var point in map.Grid.Points)
{
RectangleShape pointShape = new RectangleShape(new Vector2f(30, 30));
switch (point.PointType)
{
case PointType.Walkable:
pointShape.FillColor = Color.White;
break;
case PointType.NotWalkable:
pointShape.FillColor = Color.Black;
break;
case PointType.Start:
pointShape.FillColor = Color.Red;
break;
case PointType.Exit:
pointShape.FillColor = Color.Blue;
break;
}
pointShape.Position = new Vector2f(point.Position.X * 30, point.Position.Y * 30);
render.Draw(pointShape);
}
Sprite result = new Sprite(render.Texture);
result.Origin = new Vector2f(0, result.GetLocalBounds().Height);
result.Scale = new Vector2f(1, -1);
return result;
}
Everything works as intended when I start it, but after a few seconds, around the time when process memory reaches 70MB, BackgroundImage turns into completely white sprite. If I change the type of BackgroundImage and GetBackground() to RenderTexture, return "render" object and then change DrawBackground() function like this
void RenderBackground()
{
if (BackgroundImage == null)
BackgroundImage = GetBackground();
using (Sprite result = new Sprite(BackgroundImage.Texture))
{
result.Origin = new Vector2f(0, result.GetLocalBounds().Height);
result.Scale = new Vector2f(1, -1);
Window.Draw(result);
}
}
then the background sprite doesn't turn white, but storing entire RenderTexture, instead of Sprite and then constantly creating new Sprite objects every time we call RenderBackground() function seems like a bad idea. Is there any way for GetBackground() function to return a Sprite which won't turn white once the function's local "render" variable is destroyed?
It turned out the answer was simpler that I expected. All I had to to was create new Texture object and then make a Sprite out of it. So instead of
Sprite result = new Sprite(render.Texture);
I wrote
Sprite result = new Sprite(new Texture(render.Texture));
Now garbage collector doesn't dispose Sprite's texture