You create a new pixmap every cycle, and you do not draw the full texture in your view.
import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Pixmap.Format;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.MathUtils;
public class MyGdxGame implements ApplicationListener {
private OrthographicCamera camera;
private SpriteBatch batch;
private Pixmap _pixmap;
private Texture _pixmapTexture;
private int _x = 0;
private int _y = 0;
private float _w;
private float _h;
private int _width;
private int _height;
@Override
public void create() {
_w = Gdx.graphics.getWidth();
_h = Gdx.graphics.getHeight();
_width = MathUtils.round(_w);
_height = MathUtils.round(_h);
camera = new OrthographicCamera(1f, _h / _w);
camera.setToOrtho(false);
batch = new SpriteBatch();
_pixmap = new Pixmap(_width, _height, Format.RGBA8888);
_pixmap.setColor(Color.RED);
_pixmap.fillRectangle(0, 0, _width, _height);
_pixmapTexture = new Texture(_pixmap, Format.RGB888, false);
}
@Override
public void dispose() {
batch.dispose();
_pixmap.dispose();
_pixmapTexture.dispose();
}
@Override
public void pause() {
}
@Override
public void render() {
updatePixMap();
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(_pixmapTexture, 1f / 2f, _h / _w / 2f);
batch.end();
}
@Override
public void resize(final int width, final int height) {
}
@Override
public void resume() {
}
private void updatePixMap() {
_x += 1;
if (_x >= _width) _x = 0;
_y += 1;
if (_y >= _height / 2) return;
_pixmap.setColor(Color.CYAN);
_pixmap.drawPixel(_x, _y);
_pixmapTexture = new Texture(_pixmap, Format.RGB888, false);
}
}
But it is very slow, so why do you want to do this?
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