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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, ...
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 ...
7
votes
1answer
774 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 ...
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 < ...
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 { ...
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 ...
5
votes
3answers
423 views

OpenGL ES 1.1 - How to batch draw particles with different translations?

Assuming that I've combined all of my vertex data for many particles into a single array, how would I batch draw all of those particles in a manner that preserves their unique translations? Any code ...
5
votes
1answer
656 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
2answers
992 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 ...
4
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 ...
4
votes
1answer
2k 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 ...
4
votes
1answer
785 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 ...
4
votes
2answers
725 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 ...
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 ...
4
votes
1answer
314 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 ...
4
votes
1answer
752 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
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 ...
3
votes
1answer
99 views

center point of a text?

i'm drawing a text using a spritefont and the draw.string function of the spritebatch object. in some point, i need to augment the size of the text, so i use a variable to scale it. all this is ...
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, ...
3
votes
2answers
939 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 ...
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 ...
3
votes
2answers
823 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 ...
3
votes
1answer
195 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 ...
3
votes
1answer
266 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 ...
2
votes
4answers
71 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
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 ...
2
votes
1answer
425 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
1answer
355 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 ...
2
votes
2answers
966 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 ...
2
votes
1answer
102 views

SpriteBatch.Draw with scale or rotation trigger a new batch?

I recently read that any transformation changes will cause a new batch to be triggered. So, if I have 10 Sprites and each has a different rotation or scale will there be 10 batches sent up? Or is ...
2
votes
2answers
608 views

Does my 2D OpenGL renderer need optimized?

I've started a game engine for learning purposes. I have successfully gotten an opengl renderer working and I can draw textures of varying sizes to the screen. The way I have done this is by creating ...
2
votes
2answers
163 views

XNA Sprite Clipping Incorrectly During Rotation

I'm having a bit of trouble getting my sprites in XNA to draw when near the edge of the screen. Seemingly if you use SpriteBatch to draw then XNA will not draw it if for example (mPosition.X + ...
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 ...
2
votes
1answer
62 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
1answer
93 views

SpriteBatch, trying to reduce draw calls

This my main draw call: Matrix Camera_transformation = player_camera_.GetTransformation(); // Background - AlphaBlend spritebatch.Begin(SpriteSortMode.Deferred, ...
2
votes
0answers
275 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 ...
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 ...
1
vote
2answers
4k views

How can I draw a simple 2D line in XNA without using 3D primitives and shders

I would like to be able to draw arbitary lines in my sprite based 2D XNA game. How can I draw a simple line on screen in XNA without dealing with vertex arrays or shaders.
1
vote
2answers
116 views

Textures loading too large on smaller monitors

I have an XNA game, and when i run the game the textures load all good on my computer and on my tv and they're all bring drawn in the right position. But on my laptop, which screen is smaller then ...
1
vote
4answers
512 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 ...
1
vote
3answers
2k views

XNA SpriteBatch.Draw with rotation, scaling and origin?

I use a 1x1 pixel 2d texture as source for SpriteBatch.Draw. The texture is scaled and rotated around an origin. The left image is only scaling. The right one scaling + rotation around the origin at ...
1
vote
1answer
2k views

Repeat texture in a scrolling game

The bottom region of the screen is filled by a repeated texture: grassTexture = new Texture(Gdx.files.internal("images/grass.png")); grassTexture.setWrap(TextureWrap.Repeat, TextureWrap.Repeat); ...
1
vote
1answer
848 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 ...
1
vote
1answer
397 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(); ...
1
vote
3answers
238 views

Objects being drawn on wrong layers

I have the main game (Game1.cs) draw the sprites like so: //Clear everything GraphicsDevice.Clear(Color.CornflowerBlue); //Begin drawing ...
1
vote
1answer
455 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 ...
1
vote
1answer
215 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 ...
1
vote
1answer
422 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 ...
1
vote
1answer
161 views

XNA 4.0 - strange blueish alpha with Spritebatch over Skybox

I created a 3D scene and now I wanted to draw a 2D overlay with the SpriteBatch class. That is my rendering code: public void Draw(GameTime gametime) { ...
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(); ...