A group of sprites that can all be drawn with the same settings

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2answers
3k 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 ...
0
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1answer
39 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 ...
8
votes
2answers
7k 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 < ...
0
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1answer
54 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 ...
1
vote
1answer
86 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 ...
4
votes
2answers
78 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
46 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
36 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 ...
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0answers
47 views

C# - XNA blurring tiles despite using PointClamp SamplerState

I´ve a problem drawing isometric tiles without getting pixel issues. The way I do it is the following: SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, ...
0
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0answers
56 views

SpriteBatch draw does not work on iOS - LibGdx

I have a small problem , in practice if I batch.draw ( ... ) ; It does not work on iOS with robovm . my code.: on the crete() method: texture = new Texture(Gdx.files.internal("background.jpg")); ...
3
votes
2answers
597 views

Why is Spritebatch drawing my Textures out of order?

I just started working with XNA Studio after programming 2D games in java. Because of this, I have absolutely no experience with Spritebatch and sprite sorting. In java, I could just layer the images ...
3
votes
1answer
188 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 "...
0
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1answer
173 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)) ...
1
vote
1answer
161 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:...
2
votes
1answer
315 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); ...
2
votes
2answers
2k 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
52 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()...
1
vote
0answers
56 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 ...
6
votes
5answers
10k 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 { ...
1
vote
2answers
251 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: ...
5
votes
1answer
694 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 ...
-1
votes
1answer
209 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. ...
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 ...
3
votes
1answer
1k 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. ...
3
votes
2answers
97 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 ...
0
votes
1answer
244 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, ...
0
votes
1answer
81 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
534 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 ...
5
votes
1answer
329 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 ...
4
votes
2answers
4k 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 ...
2
votes
2answers
527 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 ...
2
votes
1answer
86 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 ...
1
vote
1answer
373 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?
1
vote
1answer
828 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 ...
2
votes
1answer
483 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
578 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 ...
2
votes
1answer
219 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....
0
votes
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 ...
0
votes
1answer
140 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 (...
13
votes
3answers
4k 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 ...
0
votes
1answer
286 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?
0
votes
1answer
82 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....
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 ...
5
votes
1answer
4k 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 ...
3
votes
1answer
515 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
893 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 ...
4
votes
1answer
2k 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 ...
5
votes
1answer
674 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 expensive,...
0
votes
1answer
340 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 ...