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.

184 questions
15
votes
5 answers

Visual Studio says "Method must have a return type"

It says "Method must have a return type" whenever I try to debug it. I don't know how to fix this class This is a player class for a c# coded 2d Game public class player { public float moveSpeed; public Vector2 position; public…
user3477229
  • 161
  • 1
  • 1
  • 3
14
votes
2 answers

Monogame rendering text using Graphics.DrawString (instead of SpriteBatch.DrawString)

Is there any downside to using Graphics.DrawString to render a (rather static) bunch of text to an offscreen bitmap, convert it to a Texture2D once, and then simply call SpriteBatch.Draw, instead of using the content pipeline and rendering text…
Lou
  • 4,244
  • 3
  • 33
  • 72
8
votes
1 answer

libgdx: SpriteBatch not displayed with PerspectiveCamera

While I do have the basic knowledge of OpenGL I'm just starting with libgdx. My question is: why, having the exact same code but only switching from OrthographicCamera to PerspectiveCamera has the effect of no longer displaying any of my…
Shivan Dragon
  • 15,004
  • 9
  • 62
  • 103
8
votes
1 answer

libgdx SpriteBatch UnsatisfiedLinkError desktop

I am getting UnsatisfiedLinkError in a LibGdx project, when trying to run a desktop standalone version of it. Note, this problem doesn't occur if I simply run a desktop version directly without building a standalone jar for it, only if I build a…
7
votes
2 answers

LibGDX sprite batch font bad scale rendering

I am facing an issue while trying to put a text/dialog system in my game project. When I create a font and call the draw method on it passing the camera updated spriteBatch, each pixel of the font has the same dimension of one sprite. I get the…
Alexandre GUIDET
  • 852
  • 9
  • 27
7
votes
1 answer

XNA/Monogame, Fastest way to draw multiple sheared/skewed sprites

I normally work with SpriteBatch in XNA/Monogame for 2d games and have just recently delved into 3D drawing methods such as DrawUserIndexedPrimatives and the like. I'm working on a project where our animators would like to have the ability to shear…
MattB
  • 157
  • 1
  • 8
6
votes
2 answers

Render SpriteBatch + ParticleEffect in 3D space in libgdx?

I am using libgdx version 0.9.9. I want to render a fire effect using ParticleEffect in 3D space along with other 3D models. Logical flow of my code: ModelBatch Begin Render all 3D models in Bullet World using ModelBatch ModelBatch End SpriteBatch…
6
votes
2 answers

Set SpriteBatch color (for tinting) affects all drawing

I created a AnimatedSprite class, that draw a specific TextureRegion. Sometimes I need a tint color effect, so I set (this.color is a Color field of my AnimatedSprite): super.draw(batch,…
Luke Vo
  • 17,859
  • 21
  • 105
  • 181
6
votes
5 answers

SpriteBatch: "Begin cannot be called again until End has been successfully called."

So I started up my current project, and the first thing I did was run it, and it gave me the above exception. It was running fine last night. This is all the code in my Draw event. spriteBatch.Begin doesn't appear anywhere else in the project.…
GanonsSpirit
  • 61
  • 1
  • 3
5
votes
1 answer

LibGdx : Keep one spriteBatch as singleton in Game? Or one spriteBacth per Screen?

In LibGdx SpriteBatch doc. it's mentionned that A SpriteBatch is a pretty heavy object so you should only ever have one in your program. But i'm confused a little ! I want to know if i have to maintain one SpriteBatch in all the Game(as…
Mak
  • 123
  • 1
  • 9
5
votes
1 answer

Monogame XNA low framerate from few Draw() calls

I've been porting a scrolling shooter game I made in XNA over to Linux using MonoGame. Almost everything has gone smoothly, but I'm having an issue in a specific place with calls to SpriteBatch.Draw() crippling the framerate. Most of the game runs…
cmark89
  • 247
  • 2
  • 9
5
votes
1 answer

LibGDX SpriteBatch Multitexture possible?

I'm happily using the SpriteBatch class of the LibGDX Framework. My aim is to modify the representation of the sprite through a shader. batch = new SpriteBatch(2, shaderProgram); I copied the default shader from the SpriteBatch Class and added…
fky
  • 222
  • 2
  • 11
4
votes
1 answer

Seeing "Wrap" texture when using "Clamp" mode in MonoGame (Pictures incl)

I am rendering a tile map in my MonoGame project using a sprite batch. Here is the rendering code: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); …
Goose
  • 1,307
  • 2
  • 14
  • 28
4
votes
2 answers

Tilt effect using XNA SpriteBatch

Windows Phone has a nice tilt effect for buttons, like it is shown on the picture below: Is it possible to re-implement this behaviour in XNA using SpriteBatch? I can detect the touch location and calculate the points where rectangle corners should…
Impworks
  • 2,647
  • 3
  • 25
  • 53
4
votes
1 answer

Where to call SetRenderTarget?

I'd like to change my RenderTargets between SpriteBatch.Begin and SpriteBatch.End. I already know this…
s0ubap
  • 267
  • 3
  • 8
1
2 3
12 13