Implements a batch of sprites that can be used to circumvent the GUI system when rendering 2D objects for better performance.  
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#include <Canvas.h>
Implements a batch of sprites that can be used to circumvent the GUI system when rendering 2D objects for better performance. 
- Creating a new SpriteBatch in C++
 
Canvas* mainCanvas = engine->getCanvas(0);
Sprite* sprite = new Sprite(100, 100, 0, 0, "assets/tex.png", "label");
SpriteBatch* batch = new SpriteBatch();
batch->addSprite(sprite);
mainCanvas->addSpriteBatch(batch);
 
- Creating a new SpriteBatch in Lua
 require("NeoLua")
local engine = NeoLua.Neo2DEngine.getInstance()
-- Fetch main canvas
local mainCanvas = gui:getCanvas(0);
-- Calling Sprite(x, y, w, h, file, label) with w = 0 and h = 0
-- so the resolution of the texture is used 
local sprite = NeoLua.Sprite(100, 100, 0, 0, "assets/tex.png", "label");
local batch = NeoLua.SpriteBatch()
-- Add sprite do render pipeline
batch:addSprite(sprite);
-- Add to canvas
mainCanvas:addSpriteBatch(batch);
  
- Author
 - Yannick Pflanzer 
 
 
  
  
      
        
          | Neo2D::SpriteBatch::DISOWN  | 
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          Widget *  | 
          s | ) | 
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inline   | 
  
 
 
      
        
          | void Neo2D::SpriteBatch::draw  | 
          ( | 
           | ) | 
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The documentation for this class was generated from the following file: