libgdx TextureRegion to Pixmap
If you don't want to walk through the TextureRegion
Pixel by Pixel you also can draw the Region onto a new Pixmap
public Pixmap extractPixmapFromTextureRegion(TextureRegion textureRegion) {
TextureData textureData = textureRegion.getTexture().getTextureData()
if (!textureData.isPrepared()) {
textureData.prepare();
}
Pixmap pixmap = new Pixmap(
textureRegion.getRegionWidth(),
textureRegion.getRegionHeight(),
textureData.getFormat()
);
pixmap.drawPixmap(
textureData.consumePixmap(), // The other Pixmap
0, // The target x-coordinate (top left corner)
0, // The target y-coordinate (top left corner)
textureRegion.getRegionX(), // The source x-coordinate (top left corner)
textureRegion.getRegionY(), // The source y-coordinate (top left corner)
textureRegion.getRegionWidth(), // The width of the area from the other Pixmap in pixels
textureRegion.getRegionHeight() // The height of the area from the other Pixmap in pixels
);
return pixmap;
}
Texture texture = textureRegion.getTexture();
if (!texture.getTextureData().isPrepared()) {
texture.getTextureData().prepare();
}
Pixmap pixmap = texture.getTextureData().consumePixmap();
If you want only a part of that texture (the region), then you'll have to do some manual processing:
for (int x = 0; x < textureRegion.getRegionWidth(); x++) {
for (int y = 0; y < textureRegion.getRegionHeight(); y++) {
int colorInt = pixmap.getPixel(textureRegion.getRegionX() + x, textureRegion.getRegionY() + y);
// you could now draw that color at (x, y) of another pixmap of the size (regionWidth, regionHeight)
}
}