The spritebatch tag has no wiki summary.
0
votes
3answers
69 views
How can SpriteBatch use a single texture/asset as multiple independent objects/instances
I'm using LibGDX to create a game, but I'm encountering a problem with SpriteBatch. Whenever two objects that use the same image for their sprite come onto the screen, the new object replaces the old ...
2
votes
1answer
46 views
SpriteBatch.Draw with scale or rotation trigger a new batch?
I recently read that any transformation changes will cause a new batch to be triggered.
So, if I have 10 Sprites and each has a different rotation or scale will there be 10 batches sent up?
Or is ...
2
votes
2answers
234 views
Does my 2D OpenGL renderer need optimized?
I've started a game engine for learning purposes. I have successfully gotten an opengl renderer working and I can draw textures of varying sizes to the screen. The way I have done this is by creating ...
0
votes
1answer
100 views
SpriteBatch.end() Issue because of a thread
While playing, I use a thread to Load() and Unload() Texture2D.
I have multiple ContentManager to only Unload() Texture2D I want to unload.
But sometimes, I have this issue on the SpriteBatch.End() : ...
1
vote
2answers
88 views
Textures loading too large on smaller monitors
I have an XNA game, and when i run the game the textures load all good on my computer and on my tv and they're all bring drawn in the right position. But on my laptop, which screen is smaller then ...
0
votes
1answer
96 views
XNA SpriteBatch.Draw with rotation, scaling and origin?
This always confused me. I use a 1x1 pixle 2d texture as source for SpriteBatch.Draw. The texture is scaled and rotated around an origin. The left image in the following link is only scaling. The ...
0
votes
0answers
109 views
Depth sorting 2D textures in a batch with OpenGL ES 2.0
I have a combo of texture atlases and sprite batches in an OpenGLES 2.0 2D game I'm developing which is working well, but I have a problem with depth sorting.
I'm using atlases to reduce the number ...
1
vote
1answer
174 views
Repeat texture in a scrolling game
The bottom region of the screen is filled by a repeated texture:
grassTexture = new Texture(Gdx.files.internal("images/grass.png"));
grassTexture.setWrap(TextureWrap.Repeat, TextureWrap.Repeat);
...
0
votes
0answers
83 views
Stacking Drawing Matrix for SpriteBatch in XNA
I'm trying to make a 2D engine for XNA with SpriteBatch. My object unit is Entity, which can include other Entities as its children. However, when drawing them, the rotation and scaling stacking do ...
1
vote
3answers
109 views
Objects being drawn on wrong layers
I have the main game (Game1.cs) draw the sprites like so:
//Clear everything
GraphicsDevice.Clear(Color.CornflowerBlue);
//Begin drawing
...
6
votes
3answers
205 views
OpenGL ES 1.1 - How to batch draw particles with different translations?
Assuming that I've combined all of my vertex data for many particles into a single array, how would I batch draw all of those particles in a manner that preserves their unique translations?
Any code ...
1
vote
1answer
93 views
XNA 4.0 - strange blueish alpha with Spritebatch over Skybox
I created a 3D scene and now I wanted to draw a 2D overlay with the SpriteBatch class.
That is my rendering code:
public void Draw(GameTime gametime)
{
...
2
votes
2answers
109 views
XNA Sprite Clipping Incorrectly During Rotation
I'm having a bit of trouble getting my sprites in XNA to draw when near the edge of the screen.
Seemingly if you use SpriteBatch to draw then XNA will not draw it if for example (mPosition.X + ...
2
votes
0answers
110 views
Why is Spritebatch drawing my Textures out of order?
I just started working with XNA Studio after programming 2D games in java. Because of this, I have absolutely no experience with Spritebatch and sprite sorting. In java, I could just layer the images ...
0
votes
2answers
322 views
How can I draw a simple 2D line in XNA without using 3D primitives and shders
I would like to be able to draw arbitary lines in my sprite based 2D XNA game. How can I draw a simple line on screen in XNA without dealing with vertex arrays or shaders.
4
votes
2answers
315 views
Sprite batching in OpenGL
I've got a JAVA based game with an OpenGL rendering front that is drawing a large amount of sprites every frame (during testing it peaked at 700). Now this game is completely unoptimized. There is no ...
6
votes
1answer
261 views
How can I achieve a 3D-like effect with spritebatch's rotation and scale parameters
I'm working on a 2d game with a top-down perspective similar to Secret of Mana and the 2D Final Fantasy games, with one big difference being that it's an action rpg using a 3-dimensional physics ...
0
votes
1answer
200 views
Artifacts when using SamplerState.LinearClamp in SpriteBatch
I'm using XNA 4.0 and VS2010 Express for Windows Phone and Windows Phone SDK 7.1.
This is a platform game and I have a map made up of 16x16 textures that is drawn dynamically, tile by tile.
When ...
0
votes
3answers
285 views
Sprite batching seems slow
I have implemented a sprite batching system in OpenGL which will batch sprites based on their texture. However, when I'm rendering ~5000 sprites all using the same texture I'm getting roughly 30fps.
...
1
vote
1answer
202 views
Edge flicker when moving Camera (2D)
I have a Orthographic camera. I have a fixed landscape texture and a texture for a moveable object.
If the object moves to the right the camera will also move with the object.
When I also draw an ...
0
votes
2answers
425 views
How to use batch rendering with an entity component system?
I have an entity component system and a 2D rendering engine. Because I have a lot of repeating sprites (the entities are non-animated, the background is tile based) I would really like to use batch ...
2
votes
1answer
908 views
Repeat texture in libgdx
How to fill region with repeated texture? Now I'm using next method:
spriteBatch.begin();
final int tWidth = texture.getWidth();
final int tHeight = texture.getHeight();
for (int i = 0; i < ...
2
votes
0answers
566 views
Using SpriteBatch with BasicEffects and layerDepth creates negative Z values?
Simply: Why don't all of these sprites draw? What do I need to do to make them draw?
I'm trying to use SpriteBatch.Draw with the layerDepth parameter to help reduce overdrawn. However I can't get it ...
2
votes
1answer
522 views
XNA how to draw some sprites tiled/wrapped and others not?
I already have:
mySpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
and take care to draw all my sprites in order.
I now want to draw some textures tiled. Do I have to create ...
1
vote
3answers
355 views
Smallest increment for a SpriteBatch depth between 0.0 and 1.0?
I experienced some problems with SpriteBatch in XNA when I tried to mix two different SpriteSort modes. (Begin with deferred, end, begin with BackToFront wasn't sorting properly.) I've settled on just ...
1
vote
0answers
192 views
SharpDX's ContextDirect2D Begin/Draw/End vs SpriteBatch
I'm migrating from XNA to SharpDX in Win8. I noticed this in one of the samples: http://sharpdx.org/documentation/api/m-sharpdx-direct2d1-devicecontext-drawbitmap. Is this different in some shape way ...
5
votes
3answers
508 views
What is the technical definition of Sprite Batching?
Platform and language agnostically, how is sprite batching defined? It seems as though there are many different techniques for lessening the amount of work when drawing, and that they are often lumped ...
3
votes
2answers
831 views
SpriteBatch.Begin() making my model not render correctly
I was trying to output some debug information using DrawString when I noticed my model suddenly was being rendered like it was inside-out (like the culling had been disabled or something) and the ...
1
vote
0answers
149 views
Sprite sorting issues
I apologize for the vague title, I'm not sure how else to phrase this problem.
I am using tIDE to assist me in my game's world development. To give a dynamic effect to map layers within tIDE, it has ...
3
votes
2answers
605 views
XNA 4.0 SpriteFont not displaying all Characters
Am looking for a little help and trying to use SpriteFont in my XNA 4.0 game but the problem is am displaying to string "This is a test" but all that's displayed on the screen is "This is st" so ...
0
votes
1answer
378 views
Nested Sprite Batch and background draw
my code looks something like this:
graphicsDevice.Clear(Color.Black);
spriteBatch.Begin();
spriteBatch.Draw(contentLoader.VerticalGradient, tileSafe, null, ...
3
votes
2answers
449 views
Cropping a line (laser beam) in XNA
I have a laser sprite that I wish to crop. I want to crop it so when it collides with an item, I can calculate the distance between the starting point, and the ending point, and only draw that. This ...
3
votes
2answers
497 views
2D sprites not drawing at correct depths?
I've been having some problems with getting my sprites to draw in the correct order.
Right now there are 2 types of objects: nodes and paths. I always want the nodes to draw over the paths so I have ...
-2
votes
1answer
154 views
Sprite Sheet for Musical Notes?
Does anybody know of a sprite sheet of musical notes (half note, minim)? I am trying to draw musical notes onto an android canvas.
-4
votes
1answer
286 views
Make Sprite Jump Upon a Platform
I have been struggling to make a game like Doodle Jump where the sprite jumps on a platform. So how do you make a sprite jump upon platforms in XNA? Th platforms are represented by a list of positions ...
4
votes
4answers
2k views
Why do I get this file loading exception when trying to draw sprites with libgdx?
I'm having trouble with the "Drawing Images" section on the libgdx tutorial. I set up the documents completely and I typed the code as follows:
public class Game implements ApplicationListener {
...
2
votes
2answers
486 views
XNA: Regarding SpriteBatch.Draw()
I was trying to develop a very simple ping pong game using XNA.
In my Draw() I am drawing the player paddles first then the ball as follows:
spriteBatch.Draw(myPlayer, myPlayer1Pos, null, ...
2
votes
1answer
314 views
XNA GameServices vs. public static
I am just starting learning XNA for developing Windows Phone games. I am stumbling accross different sample codes featuring different approaches on handling things.
A question for the experts... or ...
1
vote
3answers
1k views
Can I use SpriteBatch when drawing sprites on a rotating 3D plane
I'd like to have my plane of sprites rotate similarly as in this game (YouTube Video). So basically, everything is drawn in 2D, but the 2D plane is then "rotated in 3D" (or camera is rotated). When ...
4
votes
4answers
2k views
How to clip cut-off text in a textbox?
I'm writing a textbox class for my XNA game and I'm using SpriteFont to draw the text. It's only a single line textbox so when the text width exceeds the size of the rectangle box, it currently just ...
2
votes
1answer
1k views
Why isn't my sprite being drawn in the correct position in XNA?
Sorry if this has been asked before, but I can't seem to find it here. I'm trying to make an asteroids clone in XNA. I took the Game State Management project and am making new classes for things like ...
1
vote
1answer
557 views
Why do 3d model drawn to a RenderTarget appear distorted compared to those drawn directly?
I've got a problem drawing a 3D model to a RenderTarget2D in XNA 4. When the model is drawn to a render target, and then the render target is later drawn to the screen it appears distorted. (See right ...
4
votes
2answers
1k views
Performance/architectural implications of calling SpriteBatch.Begin/End in many different places?
I notice some code samples only call SpriteBatch.Begin and SpriteBatch.End in the game's main draw method and then draw everything within that method through direct SpriteBatch.Draw calls or indirect ...
0
votes
1answer
1k views
XNA 4.0 - Mixing 3D and 2D - SpriteBatch putting weird alpha texture over whole scene
I am working on a game in XNA 4.0 that has been entirely in 3D so far but now I want to incorporate a HUD.
I have tried doing a simple test using spriteBatch as such:
spriteBatch.Begin();
...
1
vote
1answer
245 views
Effective SpriteBatching in XNA?
What is an example of efficient sprite batching in XNA?
I don't know when (if ever) I would do something like this:
spriteBatch.Begin()
DrawSprite1();
spriteBatch.End();
spriteBatch.Begin();
...
19
votes
2answers
4k views
How exactly does XNA's SpriteBatch work?
To be more precise, if I needed to recreate this functionality from scratch in another API (e.g. in OpenGL) what would it need to be capable of doing?
I do have a general idea of some of the steps, ...
1
vote
1answer
695 views
Can SpriteBatch be used to fill a polygon with a texture?
I basically need to fill a texture into a polygon using the SpriteBatch. I've done some research but couldn't find anything useful except polygon triangulation method, which works well only with ...
2
votes
1answer
306 views
Should I go with SpriteBatch or just 3D with Z component always zero?
I'm designing a platformer and beginning to code the viewing engine of the game. Now, I have to make a key decision: Should I just use SpriteBatch to draw all the 2D stuff, as there is no 3D, or ...
1
vote
4answers
450 views
SpriteBatch.Draw() rectangle is different from destinationRectangle passed in
When I ask SpriteBatch to draw a rectangle as within the following method :
public static void DrawSolidRectangle(Rectangle rectangle, Color color)
{
// the output from this is shown ...
3
votes
2answers
726 views
XNA C#: How can I prevent blurring when drawing from a RenderTarget2D?
I'm making a game and I want the end graphics to look chunky and pixellated, so I'm drawing from the spritebatch onto a RenderTarget2D which is 1/4th the size of the actual backbuffer, and then ...