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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SpriteBatch not drawing to screen

I'm trying to draw a quick loading sprite to the screen when the game gets reset but spritebatch isn't drawing. I've put a breakpoint on game.spritebatch.begin(); and when I step through nothing is drawn. Any ideas? Here is my reset…
jmack20093
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XNA SpriteBatch.Draw 3D Vectors HLSL

you all know the layerDepth value of the spriteBatch.draw() call. I'm using 3D vectors for my 2D game. Is it possible to get the layerDepth as the z value within the vertex shader? Or can I call the draw function with 3d vectors? I need the depth of…
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XNA BlendState with SpriteBatch

We are needing a BlendState to act as the following: Transparent PNGs are drawn as expected, with anything behind them preserved We use Color.White to draw a PNG as-is We will change the alpha channel of the color to change the "opacity" of the…
jonathanpeppers
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XNA - Culling Performance Issue

This method that draws my tiles seems to be quite slow, Im not sure exactly whats wrong, it belive my culling method isnt working and is drawing stuff offscreen, but im not completeley sure. Here it is: // Calculate the visible range of…
Cyral
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Viewport.Project problems

In my XNA game, I'm using Viewport.Project to get 2d screen coordinates of a sun's 3D coordinates (mainly because it looks nice). I got this working, however, when I look in opposite directions of the sun, I see 2 of them (technically, one). I have…
Jared
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libgdx : Spritebatch not rendering until resize

Long story short: my spritebatch doesn't render anything until I resize the window (even by 1 pixel). Long story: I'm following the Brent Aureli's tutorial on how to create the game Flappy Bird: Every game state (title menu, playing screen, pause…
Edd
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Monogame - how to have draw layer while on SpriteSortMode.Texture

I have a problem in which in my game I have to use SpriteSortMode.Texture because I have a lot of objects with few textures, so I cannot afford to use SpriteSortMode.BackToFront. The thing is this means I cannot draw by layers, unless I do…
yoavsnake
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LÖVE/LOVE2D: Implement nine patch

I'm trying to implement a library for my love2d project which should be able to scale images with the nine patch approach. (If you haven't heard of it: http://radleymarx.com/blog/simple-guide-to-9-patch/.) I thought that the easiest way to do that…
Noe2302
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Why is my libGDX TextureAtlas improperly rendering spritesheet textures?

While using libGDX, I've noticed that occasionally the textures I draw to the screen are not being drawn to the exact pixel, but are rather being drawn with tiny portions of the edges from other textures at various sides (e.g. Here a single line of…
Samson Close
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Rotating textureRegion based on box2D body angle (without sprite)

I am trying to rotate a textureRegion, based on box2d body angle, using the spriteBatcher draw method: SpriteBatch.draw(TextureRegion region, float x, float y, float originX, float originY, float width, float height,float scaleX, float scaleY, float…
Zerg
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Can't draw image on android phone

I have problem about drawing an image on phone. On computer it draws correctly, but, on phone it replace itself with blackscreen. It has been drawn with SpriteBatch: batch.draw(peaks, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()/2); and…
Július Marko
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C# ArgumentNullException was unhandled (SpriteBatch.Draw)

I am actually a new student in XNA, finding this library very interesting, but I still lack some knowledge to go further as I felt on a issue I can't fix on my own :( The spriteBatch.Draw() method says my texture is null, however I have loaded it in…
Jean Meier
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libgdx batch draws outside of FitViewport

I have been trying to solve this for 3 weeks now. I got myself started with viewports with libgdx wiki about it, and browsing through many questions in this forum about viewports, virtual viewports and the likes, and found the best solution for my…
rufoDev
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Cannot resolve constructor 'Stage(com.badlogic.gdx.utils.viewport.Viewport, com.badlogic.gdx.graphics.g2d.SpriteBatch)'

I am beginner in libgdx . When trying to make a game I get this error in Android Studio : Error:(39, 16) Gradle: error: no suitable constructor found for Stage(Viewport,SpriteBatch) constructor Stage.Stage() is not applicable (actual and formal…
ValiSum
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C# XNA Out of Memory Exception when using trying to Draw

From what I have seen in other questions it seems like I am instantiating new stuff in my draw code that will take up a lot of memory, but looking through other code Im using as a reference, Im not sure where the problem is. namespace Crucible { …