Questions tagged [spritebatch]
A group of sprites that can all be drawn with the same settings
122 questions
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2D Batching and correct draw order
I'm encountering a design challenge while developing my 2D C++ OpenGL engine. I'm using a batching technique for rendering my drawable objects, and I want to ensure they are drawn in the same order ...
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Spritebatch drawing the other way
I am drawing a rectangle using a emptytexture (1x1) and I use the following:
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462
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How to flip a rectangle
I'm curently working on a system that make the player character look towards the mouse pointer.
My system is effective but i'm having an issue while displaying the rectangle.
In the Following code i ...
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143
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XNA's SpriteBatch resizing is not sharp as i use it [duplicate]
I draw a TiledMap with TiledSharp and i've introduced a resize factor when drawing, that looks like this:
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DirectXTK: SpriteBatch::Begin and Draw methods give LNK2019: unresolved external
Right now, im using DirectXTK (version 2020.2.24.4) and Visual Studio 2019.
My declarations look like this:
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428
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In Monogame, can/should SpriteBatch be instantiated in the Initialize method as opposed to the LoadContent method?
By default the SpriteBatch instance used is instantiated in the LoadContent method of Game1.
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209
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Aligning animation frame assets with different sizes
I have code that changes texture in each frame depending on the player's state - walking, idle.
My problem is that the idle texture (from separate png) has a slightly different size, and due to that ...
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299
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How to render a trimmed sprite?
I used TexturePacker to create an atlas for me and I've read it into my game. I can use unrotated and untrimmed sprites and it works fine. Now I would like to support trimmed sprites and I'm running ...
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Overlaying Menus with a State Machine
I'm working on developing a game with C++, SDL, and OpenGL. I created the engine from scratch, and implemented my own state machine to handle menus and general gameplay.
Each State gets pushed into a ...
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How to use multiple shaders with LibGdx + SpriteBatch
I'm programming a 2D game libgdx. I'm using a SpriteBatch of course to draw some Sprites. Now I wanted to use multiple ...
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Removing/Updating Spritebatch
I am designing a Spritebatch class, for static and dynamic objects with WebGL.
A problem I'm facing is that I have read several different opinions on sprite batching but with one goal.
Put all ...
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Using 60 frames per second causes the screen to leave a drawn trail of textures, when there is movement
I'm trying to implement a frame rate feature, and I have noticed that using 60 frames per second causes the screen to leave a drawn trail of textures, when there is movement.
Here's the code I'm ...
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Rendering multiple strings/text using SpriteBatch from LibGDx library
I am using the LibGDX library to render a 3D model in my Android application. Now, I am stuck, where I want to render multiple dynamic texts on to different 3D boxes located on different coordinates ...
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How can I draw a snapshot of the game within the game?
I'm making a game in libGDX wich the main focus is "recursion", so I can play multiple instances of the game in itself, flowing through "layers" of games. Currently its mechanics work perfectly, but I'...
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Drawing a partial sprite with batch-LibGdx
I have a sprite like this.
I want to draw this sprite in such a way that sprite is growing from bottom to top, using sprite batch on tap.for that,I have written the following code:
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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?...
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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() / <...
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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.
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545
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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 ...
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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)...
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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, ...
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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.
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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
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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 ...
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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 ...
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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 ...
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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...
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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 ...
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115
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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 ...
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930
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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 "...
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895
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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:
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882
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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.
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I can't understand the batcher.draw at libgdx [closed]
here is the code:
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How can I add a transparent overlay to a UI in libGDX?
I am attempting to use the following code
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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 ...
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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 ...
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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.
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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142
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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 ...
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1
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1k
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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 ...
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4
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1k
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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:
...
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4k
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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. ...
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965
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SpriteBatch, trying to reduce draw calls
This my main draw call:
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libGDX SpriteBatch reuse
Using libGDX, sprites or simply texture regions must be inserted into the batch for drawing:
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269
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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 (...
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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?