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19
votes
2answers
5k 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
2answers
774 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
325 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
464 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
775 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 ...
5
votes
1answer
599 views

How do I configure the clipping region when drawing with XNA's SpriteBatch?

I have a SpriteBatch that is set to draw to a RenderTarget2D that is 500 pixels larger in both height and width. Whenever I draw to a point outside of the physical screen dimensions, it will not draw ...
3
votes
1answer
587 views

How can I rotate a Texture2D into / out of the screen?

I am drawing a Texture2D onto the screen and have the need to rotate the texture forward, in a 3D way. I'm using the SpriteBatch Draw() method and it only allows limited 2D rotation around the Z ...
3
votes
1answer
697 views

Using raw vertex information for sprites rather than SpriteBatch in XNA

I have been wondering whether using SpriteBatch is the best option. Obviously for prototyping or small games it works well. However, I've been wanting to apply techniques such as shaders and lighting ...

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