Questions tagged [spritebatch]

Used in the XNA Framework. Enables a group of sprites to be drawn using the same settings.

SpriteBatch is a commonly used object for drawing 2D bitmaps in XNA. It allows developers to draw a sprite in their XNA Application, with a variety of options. It is included in Microsoft.Xna.Framework.Graphics

To start, you must initialize a SpriteBatch:

SpriteBatch batch1 = new SpriteBatch();

Now you can use batch1. To begin the SpriteBatch, call SpriteBatch.Begin() in your Draw method. Advanced users can add arguments as seen here.

Then you can draw a sprite with with the Draw(..) method.

SpriteBatch.Draw(Texture2D, Rectangle, Color);

That is the simplest of the SpriteBatch.Draw method, you can use other arguments such as Vector2 for position, and SpriteEffects. You can also draw text using SpriteFonts and the appropriate overload: SpriteBatch.DrawString (SpriteFont, String, Vector2, Color)

To end the SpriteBatch simply call SpriteBatch.End();

For more information, see the MSDN documentation for SpriteBatch.

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Why Vector2 (from XNA's library) uses float not int?

Why Vector2 (from XNA's library) uses float not int? Position on computer screen is given in pixels so that cursor position can be defined by two integers. There is no such a thing like half a pixel. Why we use floats then? In SpriteBatch class I've…
patryk.beza
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how to pass arguments to a batch file

I have a batch file to unzip a file, the path of the zip file and destination folder is hardcoded. I want to unzip different zip files to different folders. I don't want to edit the code all the time, Please some one help on this. @echo off …
Pyd
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iOS Metal Spritebatch - Updating Vertices VS updating Uniforms

Everybody that has intermediate experience with 2d renderers knows that a sprite batcher has data inside of graphics API specific buffers that needs to be updated, and we always look for the fastest way to update it. Now I've run into a dilemma -…
amedley
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LibGDX Sprite Batching and adding in new sprites at runtime

I am a new programmer working with the libgdx engine and was wondering about the act of sprite batching. specifically how to add sprites to the batch for drawing during a programs lifecycle. so far all examples of sprites have used some code similar…
TypingTurtle
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OpenGL 3.2 Core Sprite Batch Example?

I have been tearing my hair out for a while over this. I need an OpenGL 3.2 Core (no deprecated stuff!) way to efficiently render many sprites, using batching (no instancing). I've seen examples that do this with geometry alone, but mine also needs…
user148459
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Using Color specified in SpriteBatch.Draw with Custom shader

Normally when you do SpriteBatch.Draw you can specify a color. But here's the problem. If I use custom shaders they ignore color passed by SpriteBatch.Draw... How do I take that into account? I mean how exactly SpriteBatch.Draw passes a color? If I…
NewProger
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XNA screenshot shows pre-Bloom, not final render

I have a windows platform game coded in C# XNA 4.0 using the Reach graphics settings. My project is based on the GameStateManagement sample but I later added Bloom and spriteSheet/spriteBatch functionality to it. I desire to have a screenshot saved…
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SpriteBatch.setBlendFunction() gives no effect on Android

I'm developing a game for Android with libGDX framework. I have three images - background, foreground and a mask. Here is the rendering code to make part of background image visible on foreground image using…
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When I change vertical size of XNA game window to minimum, it throws ObjectDisposedException for spritebatch, why?

When I resize the game window and the viewport's height becomes 0, GC disposes of spritebatch, I think. Is this what happens? How do I prevent this?
user1306322
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XNA draw : using one spritebatch at whole game

I am developing an XNA game. This is time I am careful about the architecture. Til today, I have always implemented my own draw method in this way: public void Draw(SpriteBatch sb, GameTime gameTime) { sb.Begin(); // ... to draw ... …
icaptan
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LibGdx : render Sprite and PolygonSprite on same batch?

For my application, I need to render sprites (or textures) and PolygonSprites (or Mesh) in the same frame. For the sprites, I render them on a Spritebatch, and for the PolygoneSprites, I should render them on a PolygonSpritebatch. But I really can't…
Dudule
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Libgdx sprite not scalling with viewport

I have a stretch viewport that I update everytime the screen is rezised with: viewport.update(x, y, true); I drew a background with photoshop and then i removed the objects and put those in a separate file, so what i mean by this is that the…
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How to send 3 variables/arguments from batch script (.bat) to JavaScript

Can someone help me!?! So I have half a batch (.bat) half javascript script. From clarion I send 3 arguments 0: name of .bat (the batch script) 1: list of arguments 2: a name (string text) I want to know how to get my variable in batcsh and…
Joxy
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Does a Spritebatch need to be flushed every time a uniform is set on the shader?

If uniforms are set on a shader used by a spritebatch does the spritebatch need to be flushed before resetting the uniform for the next draw call? Eg. Is this correct? batch begin set uniform for texture one draw texture 1 set uniform for texture…
MSD
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libgdx how to set alpha on multiple sprites as if it were a single sprite

I'm trying to achieve the effect as shown in (B) of the following image. If I set alpha on the Sprite Batch I end up with the effect as shown in (C). Can anyone please tell me how I can get the desired effect as in (B). Please note i'm not trying…
MSD
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