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4
votes
2answers
1k 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 ...
7
votes
1answer
826 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
659 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
557 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
479 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 ...
2
votes
2answers
1k 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 ...
6
votes
1answer
4k 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
1answer
1k 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 ...
3
votes
1answer
1k 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
566 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
1answer
345 views

Are SharpDX's ContextDirect2D methods different from XNA's SpriteBatch?

I'm migrating from XNA to SharpDX in Win8. I noticed this DrawBitmap call in one of the samples. Is this different in some shape, way or form from XNA's SpriteBatch?
9
votes
3answers
2k 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 ...
5
votes
2answers
2k 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
201 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
1k 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
785 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, ...
4
votes
2answers
754 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
862 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
235 views

Sprite Sheet for Musical Notes? [closed]

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
411 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 ...
5
votes
5answers
5k 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 { ...
3
votes
2answers
626 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
433 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 ...
2
votes
3answers
2k 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 ...
5
votes
4answers
3k 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
2k 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
865 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
2k 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 ...
1
vote
1answer
2k 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
414 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(); ...
27
votes
2answers
8k 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
1k 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
356 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
517 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
948 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
672 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 ...
4
votes
1answer
759 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 ...
4
votes
1answer
794 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 ...