The spritebatch tag has no wiki summary.
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1answer
64 views
Spritebatch not working in winforms
I'm using the Winforms sample on the app hub and everything is working fine except my spritebatch won't draw anything unless I call Invalidate in the Draw method. I have this in my initialize method:
...
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0answers
40 views
Custom SpriteBatch on SharpDX
I'm using SharpDX.DirectWrite and SharpDX.Direct2D to get a SpriteBatch (or FontBatch because I won't use spritefonts).
The only thing which is stopping me is the implementation.
I want to load a ...
0
votes
1answer
71 views
Monogame/SharpDX Texture2D doesn't hold value
The problem I have discovered is most likely between classes, so I dont really have much option but to post the whole code here:
https://www.dropbox.com/sh/smyw9t1ap3by2vd/pBX-aJJ-Qx
I have been ...
1
vote
1answer
130 views
Batching and performances
I'm trying to understand batching and I'm not sure to understand how to do that, can I have more informations please? Here is what I found for the moment:
Batching informations
There is many types ...
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2answers
87 views
XNA Texture2D positioning problem
I'm currently stuck on something that just seems extremely odd. I'm creating a game with kinect, and when the player performs an action I want to place a texture onto the screen where their hand is.
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4
votes
1answer
178 views
How to optimize SpriteBatch usage?
From what I understand, SpriteBatch's purpose is to batch as many draw operations to send to the GPU. Each batch can handle one texture at a time, and changing SpriteBatch context/texture is ...
3
votes
1answer
85 views
center point of a text?
i'm drawing a text using a spritefont and the draw.string function of the spritebatch object. in some point, i need to augment the size of the text, so i use a variable to scale it. all this is ...
0
votes
1answer
60 views
My Sprite Rectangle moves, but my sprite doesn't
Here's the issue, When I build, everything loads fine, everything works, but then, when you enter the game, the sprite is there. However, The sprite does not move, the sprite RECTANGLE does. Meaning ...
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0answers
341 views
Libgdx sprite rotation (image quality)
This one is probably really simple but I didn't find a solution.
I'm trying to create a widget (speedometer) with libgdx.
For the arrows I'm using the setRotation() function.
But when the image is ...
-2
votes
1answer
100 views
XNA rendertarget sprite batch problem [closed]
When using this code:
public static Texture2D ShowHealthBar(SpriteBatch spriteBatch,Texture2D empty, Texture2D full, float health)
{
spriteBatch.Begin();
RenderTarget2D ...
0
votes
1answer
188 views
Drawing more that one quad with only one glDrawArray call…?
Edit
After initially thinking that my sprite batch test was faster than calling each sprite individually, it appears that is not the case!! :-(
With a single set of GL calls for a each sprite, I can ...
1
vote
0answers
245 views
Love2D : How can I keep up with lots of small sprites' collision data?
So I'm using a SpriteBatch to keep up with lots of small pieces for a falling-piece puzzle game. I have an array of Quads (for different color blocks), and they are randomly added to the ...
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votes
3answers
154 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
86 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
449 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 ...