public void InitSpriteBatch(int maxSpriteCount, GraphicsContext graphics) { batch = new Sprite2DBatch(graphics, maxSpriteCount); material = new Sprite2DMaterial(new Texture2D("/Application/res/data/2Dtex/unifiedTexture.png", true)); material.Texture.SetFilter(TextureFilterMode.Linear, TextureFilterMode.Linear, TextureFilterMode.Nearest); sprites = new Sprite2D[maxSpriteCount]; spriteCount = 0; }
public Sprite2D(Sprite2DBatch batch, Sprite2DMaterial material = null, int zIndex = 0) { this.batch = batch; this.material = material ?? Sprite2DMaterial.DefaultMaterial; this.zIndex = zIndex; vertexID = -1; indexID = -1; UpdateSortKey(false); batch.AddSprite(this); Center = new Vector2(0.5f); UVSize = new Vector2(1.0f); Color = new Rgba(255, 255, 255, 255); updateFlag = false; }
public Sprite2D( Sprite2DBatch batch, Sprite2DMaterial material = null, int zIndex = 0 ) { this.batch = batch ; this.material = material ?? Sprite2DMaterial.DefaultMaterial ; this.zIndex = zIndex ; vertexID = -1 ; indexID = -1 ; UpdateSortKey( false ) ; batch.AddSprite( this ) ; Center = new Vector2( 0.5f ) ; UVSize = new Vector2( 1.0f ) ; Color = new Rgba( 255, 255, 255, 255 ) ; updateFlag = false; }
public void InitSpriteBatch( int maxSpriteCount , GraphicsContext graphics ) { batch = new Sprite2DBatch( graphics, maxSpriteCount ) ; material = new Sprite2DMaterial( new Texture2D( "/Application/res/data/2Dtex/unifiedTexture.png", true ) ) ; material.Texture.SetFilter( TextureFilterMode.Linear, TextureFilterMode.Linear, TextureFilterMode.Nearest ) ; sprites = new Sprite2D[ maxSpriteCount ] ; spriteCount = 0 ; }