截屏 遮罩部分 变成全白色的

有大神遇到过吗????最后是lua 的。。。。。。。。用的3.1版本的。。
遮罩部分代码
local stencil = cc.Node:create()
local spriteTest = cc.Sprite:create(“res/options_bottom.png”)
stencil:addChild(spriteTest)
local clipNode = cc.ClippingNode:create(stencil)
clipNode:setStencil(stencil)

    local por = cc.Sprite:create("res/mode.png")
    por:setScale(2,2)
    clipNode:setPosition(cc.p(lattices:getPositionX(),lattices:getPositionY()))          
    clipNode:addChild(por)    
    clipNode:setAlphaThreshold(0.05)
    clipNode:setInverted(true)

    friendUI:addChild(clipNode,999)

–截取部分屏幕test
–Scene* temp = cc.Director::sharedDirector()->getRunningScene();
local visibleSize = cc.Director:getInstance():getVisibleSize()
local temp = cc.Director:getInstance():getRunningScene():getScene()
local target = cc.RenderTexture:create(visibleSize.width, visibleSize.height, cc.TEXTURE2_D_PIXEL_FORMAT_RGB_A8888)

            target:retain()
            target:setPosition(cc.p(0,0))
            target:begin()
            temp:visit()
            target:endToLua() 
            target:saveToFile("muguShare.png", cc.IMAGE_FORMAT_PNG)
            local pImage = target:newImage()
            pImage:release()
            print("saveW")
            local idTiem
            local function nestN()
                local spri = cc.Sprite:create(cc.FileUtils:getInstance():getWritablePath().."muguShare.png")
                if spri ~= nil then
                    cc.Director:getInstance():getScheduler():unscheduleScriptEntry(idTiem)
                    -ayer:addChild(spri,999) 
                    spri:setScale(0.5,0.5)
                    spri:setPosition(240,160)
                    self.__friendlayer:setViewSize(cc.size(960, 250))                       
               end                
            end


            idTiem = cc.Director:getInstance():getScheduler():scheduleScriptFunc(nestN, 1, false);

能给个重现Demo吗

rendertexture没办法满足,需要用captureScreen(glreadpixel)

:3:这是要我升级引擎版本的节奏???

亲测,用captureScreen这个不会出现那个问题…:12::12:

参数用这个试试 cc.RenderTexture:create(size.width, size.height,cc.TEXTURE2_D_PIXEL_FORMAT_RGB_A8888, gl.DEPTH24_STENCIL8_OES)

local target = cc.RenderTexture:create(visibleSize.width, visibleSize.height, cc.TEXTURE2_D_PIXEL_FORMAT_RGB_A8888 gl.DEPTH24_STENCIL8_OES)
创建出来的target为空。。。

error:
argument #4 is ‘nil’; ‘number’ expected.

create has wrong number of arguments: 4, was expecting 2

第3个和第4个参数间少了个,吧。。。

:12:加了逗号。。还是一样的报错。。

我也是出现这个问题没办法最后用ClippingRectangleNode了
如果你不是不规则的遮罩就没问题

mark:2::2::2: