A group of sprites that can all be drawn with the same settings
0
votes
0answers
29 views
OpenGL 2D sprite batch results in strange behavior
I'm pretty new to OpenGL and have been trying to implement a sprite batch, starting with a simple 'fill_rectangle' function for debugging, no textures or anything yet, just a filled-in rectangle. I'm ...
0
votes
1answer
52 views
Spritebatch and Shaperenderer
When I am using the same spritebatch to draw texture and calling shaperenderer inside it, it is kind of misbehaving, like texture is not getting drawn or font is not getting drawn, Why is it happening?...
0
votes
1answer
57 views
What is more performance friendly?
I'm wondering what is more performance friendly:
1) Rendering a texture (in a seperate RenderTarget2D) and reuse it. (That will use multiple spriteBatch.End() / spriteBatch.End() calls, every drawing ...
1
vote
0answers
57 views
Batch z-ordering problem in Cocos2d (Python)
I have a weird problem with my hexmap drawing code.
My code uses "squished" hexagons to achieve a pseudo-isometric view. Because of that, the order of drawing them on screen matters a lot.
...
0
votes
1answer
30 views
Libgdx SpriteBatch won't position correctly on Screen
I have been trying to position my spritebatch correctly regardless of screen size but it simply wont scale..This is what I want to achieve on every screen size..I want my Sprite Object to be ...
0
votes
1answer
67 views
Understanding SpriteBatch.Draw overload XNA
I'm talking about the
public void Draw (Texture2D texture, Vector2 position, Nullable sourceRectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth)...
1
vote
1answer
39 views
LibGDX: I need to get from SpriteBatch to Batch in order to draw a Touchpad
I have created a little game using LibGDX and it uses a SpriteBatch when it renders the game objects. Now I want to add a Touchpad to it, and the draw method of Touchpad takes a Batch as a parameter, ...
1
vote
1answer
105 views
Change the alpha blending color of scaled textures
It looks like semitransparent pixels are blended with while color when textures are drawn scaled. It is very noticeable and looks ugly when textures are drawn on dark background.
public class ...
3
votes
1answer
167 views
Are there spritebatch drawing limitations on monogame?
I've reached a point that it seems when I draw too much on screen, monogame starts doing weird things.
When I call this code in the Draw method
public void drawDialogBox()
{
if (...
0
votes
1answer
48 views
Batching in Java (software rendering)
I've watched some tutorials on java game development and when they start using spritesheets all they do is get a subimage out of the spritesheet and create a new BufferedImage out of that. Does java ...
1
vote
1answer
194 views
Drawing textures in 3D/2.5D at an angle using spriteBatch in Monogame
for a university project we are creating a small "2d" game. Im writing 2D in "" because we would like to achieve a look similiar to the one in games like Don't Starve (so more like 2.5D).
As you ...
0
votes
1answer
98 views
libgdx: SpriteBatch and ShapeRenderer projection wrong
I'm using LibGDX and the SpriteBatch and ShapeRenderer are having a perspective problem or something... When I draw something with both (code below), the planet texture is smaller than it should be. I ...
4
votes
2answers
109 views
Does scene2d(libGDX) know when an image is drawn out of the screen?
I mean, I want to make a tiled map using scene2d, so in the render method of my game...
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0.5f, 0.5f, 0.5f, 1f);
Gdx.gl.glClear(...
1
vote
1answer
53 views
Rendering sprites on a Mali-400 MP device
I started developing a small cross platform game engine using OpenGL, I am working actually on a sprite batch renderer.
Everything is working fine on OS X, iOS, Win32, and some Android Devices. Here ...
0
votes
1answer
38 views
XNA Texture2D Copy Error
I have a static class that I use to build a 3d character and render the results to a RenderTarget2D which I then return.
I'd like to store the results for later use so I need to make a copy of the ...
4
votes
1answer
259 views
Batching texture to texture rendering in Unity on the gpu
I'm working on a 2D sidescroller within Unity 5.1. The terrain is intended to be semi-infinite in all 4 directions, procedurally generated using a noise algorithm.
I'm using a 3x3 grid of quads as "...
1
vote
1answer
270 views
Rendering Performance: num Draw Calls == num Texture Bindings
I'm making a game with Libgdx 1.6.4 and experience some lag issues on iPhone 4 and then discovered:
// in the constructor
GLProfiler.enable();
...
// in the render method
Gdx.app.debug("draw calls:...
0
votes
1answer
239 views
XNA 2D rotation Matrix offset/origin
I'm currently struggling with finding the offset for my original camera translation after I have applied a rotation for it.
transform = Matrix.CreateScale(new Vector3(1, 0.75f, 1))
...
0
votes
1answer
62 views
I can't understand the batcher.draw at libgdx [closed]
here is the code:
batcher.draw(birdMid, bird.getX(), bird.getY(), bird.getWidth() / 2.0f,
bird.getHeight() / 2.0f, bird.getWidth(), bird.getHeight(),
1, 1, bird.getRotation()...
2
votes
1answer
621 views
How can I add a transparent overlay to a UI in libGDX?
I am attempting to use the following code
shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
shapeRenderer.setColor(3,3,3,.3f);
shapeRenderer.rect(0,0,gameWidth,gameHeight);
...
1
vote
0answers
94 views
Scaling/Zooming a SpriteBatch
I am working on my first game with LibGDX and coming from ActionScript3 I am used with the possibility of scaling things more or less the way I want. I know it works different in LibGDX, but I can't ...
1
vote
1answer
1k views
How can I do sprite batching in SFML?
I'm new to game dev and using SFML. I need to use lots of sprites at the same time, so I will probably need sprite batching.
I know that sprite batching is used to draw multiple sprites with a single ...
0
votes
0answers
21 views
function of spriteBatch and Game1.draw method in XNA [duplicate]
I'm supposed te create a game for school in java but I already programmed games in XNA before this. Thats why I started reproducing the XNA framework (only gametime spritebatch and game1 class)
I ...
0
votes
1answer
298 views
SharpDx Custom effect in SpriteBatch
I'm trying to port a blur effect from an XNA project over to SharpDx, and I get a "Null Reference Exception" wich I'm unable to find the reason for.
private void blurShadow(RenderTarget2D to, ...
3
votes
2answers
100 views
In XNA 4, how can I access SpriteBatch's transformMatrix in my shader?
I would like to use a custom effect with a regular XNA SpriteBatch. I have a 2D camera which computes a transform matrix, so I need my shader to take this into account.
I have put a world matrix ...
5
votes
1answer
392 views
Multiple SpriteSheets break batching
The problem: I can't fit all my 2d animation sprites for all units and environment in 1 spritesheet.
Everything batches fine until I use two spritesheets... I noticed the following : all units from ...
2
votes
1answer
666 views
Set color by uniform per sprite using libGDX SpriteBatch
I am using a SpriteBatch to render large amounts of sprites very fast. Now I want to modify the sprites with shaders to tint them in a color.
Problem 1: Altering an uniform by getting the shader and ...
2
votes
1answer
89 views
Cancel a SpriteBatch I've started drawing
Background:
I'm working on a control library for XNA to use in a couple game clients I've written. The way I've implemented Dialogs is to have them derive from the base XNAControl class.
XNAControl ...
2
votes
2answers
3k views
Sprite draw-order in libgdx
From other frameworks I know methods for easy ordering sprites within a spritebatch (to determine if a sprite has to be drawn in front or behind another sprite). For example in MonoGame/XNA this is ...
0
votes
1answer
89 views
Batching and object's transformation
I'm trying to implement batching in my game (Sprite batching and 3D Mesh batching), I've read a lot of documentation about that but I don't understand something:
When each object have is own ...
2
votes
1answer
585 views
Failing Screen Resize Method
So I want my game to draw to a specific "optimal" size and then be stretched to fit screens that are a different size. I'm using LibGDX and figured that I could just draw everything to a FrameBuffer ...
2
votes
4answers
643 views
LibGDX - SpriteBatch's .draw() method requiring float[]
Please excuse my lack of knowledge with LibGDX, as I have just started learning it.
I am going through some simple tutorials, and in one of them, I draw a string onto the screen like so:
// the ...
3
votes
1answer
2k views
Setting uniform value of a vertex shader for different sprites in a SpriteBatch
I'm using libGDX and currently have a simple shader that does a passthrough, except for randomly shifting the vertex positions. This shift is a vec2 uniform that I set within my code's render() loop. ...
2
votes
1answer
241 views
SpriteBatch, trying to reduce draw calls
This my main draw call:
Matrix Camera_transformation = player_camera_.GetTransformation();
// Background - AlphaBlend
spritebatch.Begin(SpriteSortMode.Deferred, BlendState....
1
vote
1answer
1k views
libGDX SpriteBatch reuse
Using libGDX, sprites or simply texture regions must be inserted into the batch for drawing:
void render()
{
batch.begin();
batch.draw(...);
batch.end();
}
Is the VBO being uploaded to ...
0
votes
1answer
153 views
XNA 4.0 - Strange Behavior when using RenderTarget2D
My Problem is similar to XNA 4.0 - Why does using a RenderTarget2d cause transparency on models?.
I want to render my scene to a Texture2D and then draw the texture.
If I set no RenderTarget at all (...
0
votes
1answer
351 views
How do I right-align text?
I'm using SpriteBatch.DrawString, which seems to not have an overload for text alignment. How can I draw aligned text?
6
votes
2answers
5k views
SDL2 sprite batching and texture atlases
I have been programming a 2D game in C++, using the SDL2 graphics API for rendering. My game concept currently features effects that could result in even tens of thousands of sprites being drawn ...
0
votes
1answer
83 views
Issue with calling Spritebatch in XNA 4.0 Game [closed]
So, I am creating a game in XNA 4.0, using the program Microsoft Visual C# Studio Express 2010.
The issue I am having: I have the entire game done, and there is no reason why it should not be working....
-1
votes
1answer
318 views
XNA - Spritebatch Drawing Order
I'm new in this and I'm making XNA game. I have problem with the spritebatch drawing order. To be explained : I click button to open inventory and I need all drawing to be behind my inventory layout. ...
3
votes
2answers
599 views
Batching and Z-order with Alpha blending in a 3D world
I'm working on a game in a 3D world with 2D sprites only (like Don't Starve game). (OpenGL ES2 with C++)
Currently, I'm ordering elements back to front before drawing them without batch (so 1 element ...
5
votes
1answer
764 views
Spritebatch Vertex shader world matrix change after each draw
I have a spritebatch where I draw some textures transformed in 3d space.
The easy way was just Begin with the transformation matrix, draw, and end it right after.
But that is silly, so I'm trying ...
3
votes
1answer
585 views
Is multipass rendering possible with SpriteBatch?
I'm trying to implement a bloom effect. This requires three shader passes: a brightness threshold, a horizontal blur, and a vertical blur. It also requires resizes, but these are irrelevant to the ...
0
votes
2answers
1k views
Batching elements
I don't understand exactly how batching works.
What I have understood: Batching is useful to regroup similar elements together and draw them in one draw call (performance++), currently drawing an ...
0
votes
2answers
4k views
SpriteBatch being drawn outside of Stage?
Currently working on my first game, though running into some problems with libgx and screen aspect ratio.
What I have is a Stage which contains things like menu buttons etc, and the rest of the game ...
4
votes
1answer
3k views
OpenGL ES 2.0. Sprite Sheet Animation
I've found a bunch of tutorials on how to make this work on Open GL 1 & 1.1 but I can't find it for 2.0.
I would work it out by loading the texture and use a matrix on the vertex shader to move ...
1
vote
2answers
264 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:
...
0
votes
1answer
355 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
293 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 ...
0
votes
2answers
310 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.
...