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Messages - InverseSec

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Graphics / Re: Sprite batching in SFML?
« on: February 20, 2015, 11:52:45 pm »
Sorry, I thought it might be an easier way to get an answer

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Graphics / Re: Sprite batching in SFML?
« on: February 20, 2015, 10:54:40 pm »
Well, yes, switching textures when it's not necessary hurts performance, but it's not possible to batch draw calls to multiple textures anyway, so I'm not sure what the point of the question is.  The general strategy is to make a spritesheet or tilemap, i.e. one texture that contains all the little textures you want, and then use that to make it possible to do everything in the same draw call.  I don't know what LibGDX does, but if it appears to allow multiple textures in a batch then I assume it's actually performing multiple draw calls under the hood.  Hopefully binary will show up soon to give a more detailed explanation.  Yep, he beat me to it.

I know this thread is a bit old, but I really needed help on this part.
I've got one spritesheet with a bunch of images for the game characters, but I have no idea how to draw everything that uses this spritesheet in a single draw call. Can you point me to a resource?

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Graphics / Re: Sprite batching?
« on: February 20, 2015, 10:00:42 pm »
I'd like an answer for this too. I assumed that having a single spritesheet with all the sprites for different objects would be fine, and I could just draw each thing individually, and since it uses the same spritesheet (albeit with different coordinates for the intrect), it would be fine.
Apparently that's not the case.

Also, I used the search function and could not find another topic for this.

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