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### Do you intend to personally contribute/program this feature?
No
### I would like to see this change made to improve my experience with
Mod capability as a Modder
### Description
Provide some …
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``SpriteBatch`` and it's shaders could be made to leverage a per-sprite array index in addition to texture UVs to be able to pack textures into a 2D texture array. This would require Direct3D hardware…
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public class MyGdxGame extends ApplicationAdapter {
SpriteBatch batch;
//生产
FreeTypeFontGenerator generator;
//使用
FreeTypeFontGenerator.FreeTypeFontParameter parameter;
…
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The interpretation of SpriteBatch Draw function's Origin parameter is intuitive in JSIL, but it is not the same as the original XNA 4 interpretation.
In the XNA 4 version, this parameter is specified…
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a sprite batching system, needs to manage different groups of textures/sprites and support automatically moving a sprite between batches, if it's animation isn't on a single texture. with some form of…
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There is a link to a working implementation for this suggestion right before the Benchmark section of this post. Yes, i have read some previous takes on this, like #4398. This solution gets by without…
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### Intent
Allow per-sprite data (that are passed with each `Draw()` call) to be easily passed into effects -- without beginning new batches or needing to use `DrawUserIndexedPrimitive()`. The user…
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Right now SpriteBatch is using a vector2 for the mid-point of the screen, to determine the orthographic projection. Using projection and transformation matrices will make it easier to work with camera…
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So I've seen some games use `SpriteBatch` for particles at times (or particle like things). While this works it is inefficient because generally the code looks like this:
```
foreach (var e in myem…
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### Do you intend to personally contribute/program this feature?
Yes
### I would like to see this change made to improve my experience with
Mod capability as a Modder
### Description
New utility …