Module ggez::graphics::spritebatch [−][src]
Expand description
A SpriteBatch
is a way to
efficiently draw a large number of copies of the same image, or part
of the same image. It’s useful for implementing tiled maps,
spritesheets, particles, and other such things.
Essentially this uses a technique called “instancing” to queue up a large amount of location/position data in a buffer, then feed it to the graphics card all in one go.
Also it’s super slow in rustc
’s default debug mode, because
rustc
adds a lot of checking to the vector accesses and math.
If you use it, it’s recommended to crank up the opt-level
for
debug mode in your game’s Cargo.toml
.
Structs
A SpriteBatch
draws a number of copies of the same image, using a single draw call.
An index of a particular sprite in a SpriteBatch
.