SpriteBatch -> 2x performance improvement anyone?

  ... information about changes and new features of AndEngine,

How do you like the SpriteBatch feature?

I waited for this for my whole life!!
48
49%
I'll use it in my next project!
27
28%
I don't know... yet.
22
22%
I don't need it, can I have a beer instead?
1
1%
 
Total votes : 98

Re: SpriteBatch -> 2x performance improvement anyone?

Postby sake » Sun Jan 01, 2012 10:28 pm

I've just tried SpriteGroup and I see some kind of flickering when I apply modifiers to my TiledSprites (MoveModifiers and FadeIn/FadeOut Modifiers). Switched back to normal sprites only (still got more than enough fps :P)
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Re: SpriteBatch -> 2x performance improvement anyone?

Postby wIndouflo » Tue Apr 17, 2012 5:57 pm

Hi,
I'm using old andengine GLES1.
I just found out about SpriteBatches and it should greatly improve our application. But I couldn't make it work...
But after some struggling, I manage to find that the problem is that SpriteBatch doesn't work with BuildableTextureAtlas ! You can find TestActivity which only shows blackness here...

Is there a way to make SpriteBatch work with BuilableTextureAtlas ?

Thanks for the awesome work !
Regards,
Florian
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Posts: 11
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Re: SpriteBatch -> 2x performance improvement anyone?

Postby yatuor » Wed Jun 13, 2012 3:19 am

so the conclusion is spritebatch does not support rotateModifiers, moveModifiers , right? besides this, it is cool!
or we can only use bitmapTextureAtlas for a single sprite and use Spritebatch with modifiers?
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Posts: 10
Joined: Sat Aug 06, 2011 10:23 am

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