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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constructor for SpriteBatch explained

This is a definition of SpriteBatch constructor from docs: SpriteBatch() Constructs a new SpriteBatch with a size of 1000, one buffer, and the default shader. Buffer is like temporary storage for data that needs to be set on screen. So one buffer…
potato
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LIBGDX: SpriteBatch draw not drawing on iOS

variables: int sourceX = 0; create() method: texture = new Texture(Gdx.files.internal("background.jpg")); texture.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat); render() method:…
Mr. Developer
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LibGDX - What is the different between batch.begin(); and renderer.getBatch().begin();?

I am learning LibGDX using Tiled Map. I came across the following two render methods. The first one is simple one that I normally use. However, I don't understand why we need the second one. Can I use batch.begin(); in method2 as well. Thanks Method…
user1232250
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LibGDX PolygonSprite vs PolygonRegion

I can use both with the PolygonSpriteBatch to print a Polygon, ie: Pixmap pixmap = new Pixmap(1, 1, Pixmap.Format.RGBA8888); pixmap.setColor(0x00CC00FF); // DE is red, AD is green and BE is blue. pixmap.fill(); Texture texture = new…
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Alpha Blending Problems With Spritebatch in Monogame

I'm using the player's own sprite to create a dynamic shadow on the floor below him. The character's current animation frame is flipped vertically, squashed vertically, and drawn below him in black with partial alpha transparency. spriteBatch.Draw…
Nightmare Games
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Why does this SpriteBatch work in C# and not in Java?

I have versions of SpriteBatch written in two different languages: Java: http://pastebin.com/7gwHBTXi C#: http://pastebin.com/cTFn26H8 They have identical code and both make the following calls in a simple program: Java: GL11.glViewport(0, 0,…
Darth Zaloj
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libGDX What's the best way to render a large background image?

The libGDX documentation explains about binding textures to a SpriteBatch... If [SpriteBatch] is given a texture different than the last texture, then it binds the last texture, submits the collected geometry to be drawn, and begins collecting…
Bumpy
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Libgdx: Stage is messing with batch

I have a problem with my code, which appeared after i started using steps to draw my UI, I have 3 things being drawn with Batch, and a stage with 2 buttons being drawn by Stage, but only 2 of my "Sprites" are being drawn. Here is the code: public…
Jolly
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Drawing a subimage of drawings in MonoGame

So I understand that the title may be a bit vague, so I'll try to explain what I mean. Basically what I'm trying to accomplish is to draw lots of different objects and images, but in a sort of buffer, so that I can then later on use the drawing…
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Libgdx Altering the sprite-batch's shader

I was just wondering if there is any way to alter the sprite-batch's shader and write a custom shader without having to use a new mesh?
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XNA - How to change orientation of Drawing a List of Strings

How do you Draw a list of strings with a spritebatch so that it looks like this; Item1 Item2 Item3 Item4 Instead of Item 1 Item 2 Item 3 Item 4 or instead of: Item1 Item2 Item3 Item4
TheQuantumBros
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XNA Spritebatch Point Clamp Texture Render Glitch

In XNA, I am rendering textures using the PointClamp sampler state, and I have a tilemap using a horizontally aligned spritesheet of various 8 x 8 tile images to render each tile. I am also using a transformation matrix to scale and move the camera.…
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LibGDX - Rotate SpriteBatch on itself

I would like to rotate this SpriteBatch on itself upon clicking on a button @Override public void render() { SpriteBatch batch = new SpriteBatch(); batch.begin(); batch.draw(gemTexture, 10, 10, 100, 100); batch.end(); if…
cesarferreira
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Scrolling texture in cycle

I'm using C# and XNA and I would like to make a scrolling background in my game. I'm trying to figure out what the best way to implement a scrolling texture that moves in some direction indefinitely. Let's say a space background with stars. So, when…
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XNA (3.1) DrawUserPrimitives and SpriteBatch alpha issues

I'm making something with XNA 3.1, and I'm attempting to create 2D Ribbon trails using DrawUserPrimitives. My algorithm simply adds new vertices each frame (provided some movement occurs), and also iterates through the vertices and fades them out as…
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