Springs are based on one point in the center around which the texture is drawn. If this point extends beyond the rendering area, they are cropped, since all their geometry is technically beyond the bounds of the representation.
Several workarounds may occur to avoid a sudden disappearance:
- Manually fading sprites as you approach the edge of the screen.
- /, " " ( , ).
- ( , )
3:
:
float verts[] = {-1, 1, 0, 1, 1, 0, 1,-1, 0, -1,-1, 0};
, , , .
-, GLES20.GL_POINTS , , , GLES20.GL_TRIANGLE_FAN .
. - a_Position*size*0.5 + translate .
, , verts[]. translate .
1: , glPointSize , . 10, , , .
2: , perspective matrix, , , .