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Add support for a static sprite-batching, which would avoid the cost of repopulating a sprite-batch buffer every time you want to draw large amount of sprites.
Split draw and batching methods of SpriteBatcher into a base class
Add StaticSpriteBatcher
Use a static vertex buffer instead of dynamic
Add StaticSpriteBatcher.Replace() for replacing existing sprites in the buffer without re-generating it all
Add StaticSpriteBatcher.ReplaceRange() for replacing a range of sprites at once
During Render() call:
If batch was changed, update vertex buffer via a staging buffer
Draw in the same way that normal SpriteBatcher does, but don't reset sprite data once finished
Add SpriteBatcher.FlushToStatic(StaticSpriteBatcher destination = null) to copy the current contents to a static sprite-batcher and flush without rendering
The text was updated successfully, but these errors were encountered:
Add support for a static sprite-batching, which would avoid the cost of repopulating a sprite-batch buffer every time you want to draw large amount of sprites.
SpriteBatcher
into a base classStaticSpriteBatcher
StaticSpriteBatcher.Replace()
for replacing existing sprites in the buffer without re-generating it allStaticSpriteBatcher.ReplaceRange()
for replacing a range of sprites at onceSpriteBatcher
does, but don't reset sprite data once finishedSpriteBatcher.FlushToStatic(StaticSpriteBatcher destination = null)
to copy the current contents to a static sprite-batcher and flush without renderingThe text was updated successfully, but these errors were encountered: