BottomTextureCoordinate

Introduction The TopTextureCoordinate, BottomTextureCoodinate, LeftTextureCoordinate, and RightTextureCoordinate properties control the coordinates in “uv space” of the top, bottom, left, and right sides of the Sprite. In other words, these values can be used to make a Sprite draw part of a texture instead of the entire thing. These properties are often used when working on[…]

LeftTextureCoordinate

Introduction The TopTextureCoordinate, BottomTextureCoodinate, LeftTextureCoordinate, and RightTextureCoordinate properties control the coordinates in “uv space” of the top, bottom, left, and right sides of the Sprite. In other words, these values can be used to make a Sprite draw part of a texture instead of the entire thing. These properties are often used when working on[…]

RightTextureCoordinate

Introduction The TopTextureCoordinate, BottomTextureCoodinate, LeftTextureCoordinate, and RightTextureCoordinate properties control the coordinates in “uv space” of the top, bottom, left, and right sides of the Sprite. In other words, these values can be used to make a Sprite draw part of a texture instead of the entire thing. These properties are often used when working on[…]

TopTextureCoordinate

Introduction The TopTextureCoordinate, BottomTextureCoodinate, LeftTextureCoordinate, and RightTextureCoordinate properties control the coordinates in “uv space” of the top, bottom, left, and right sides of the Sprite. In other words, these values can be used to make a Sprite draw part of a texture instead of the entire thing. These properties are often used when working on[…]

FlatRedBall.Graphics.GraphicsOptions.TextureFilter

Introduction Filtering is the process of modifying how a texture is drawn to reduce the effect of pixellation when viewing a texture at a large size on screen. For a more in-depth (conceptual) discussion about filtering, see the Filtering page. The default value is Linear. The GraphicsOptions.TextureFilter property can be used to control the default[…]

General Programming:Graphics:Coordinates

Introduction When dealing with 3D graphics, most API calls attempt to abstract out the pixel. What that means is that usually no calls directly reference pixels – rather – they use values which represent ratios. For example, consider TextureCoordinates. When referending TextureCoordinates you do not specify pixel values. Instead, the left edge of a texture[…]

TextureCoordinate

Introduction The TextureCoordinate property provides the ability for Sprites to display part of a Texture2D. By default, Sprites display their entire Texture. This behavior is desirable in many situations, but you may want to display only part of an image if you are using sprite sheets or in certain graphical effects. TextureCoordinates also let you[…]

PixelSize

OBSOLETE The PixelSize property is an obsolete property which was commonly used prior to summer 2013. The TextureScale property has replaced the PixelSize property. The PixelSize property is equivalent to TexutureScale/2. The PixelSize property was originally created to work well with ScaleX and ScaleY values, but since then FlatRedBall.Sprite.TextureScale, Width, and Height have replaced PixelSize,[…]

TextureAddressMode

Introduction The TextureAddressMode controls how Sprites display their texture outside of the 0 – 1 range. TextureAddressMode can be used to create tiles and texture scrolling. TextureAddressMode is usually used in combination with texture coordinates. For more information on texture coordinates, see the texture coordinates page. Usage Example The following code creates three sprites. It[…]

Texture Coordinates

Introduction The TextureCoordinate property provides the ability for Sprites to display part of a Texture2D. By default, Sprites display their entire Texture. This behavior is desirable in many situations, but you may want to display only part of an image if you are using sprite sheets or in certain graphical effects. TextureCoordinates also let you[…]