Arguments: 1) real: maxSpriteCount Returns: real: objectID
Creates a sprite batch 2d object with the ability to render up to maxSpriteCount sprites and returns its ID.
Arguments: 1) real: objectID 2+) real const: blendTypes...
Creates a renderer for the specified blend type(s).
Note: each renderer allocates memory for enough vertices to draw the sprite count set in ObjSpriteBatch2D_Create.
Arguments: 1) real: objectID
Creates renderers for all blend types.
Note: each renderer allocates memory for enough vertices to draw the sprite count set in ObjSpriteBatch2D_Create.
Arguments: 1) real: objectID 2) string: objectID
Sets the texture for the sprite batch to use.
All objects added to the batch are rendered using this texture.
Arguments: 1) real: objectID 2) real: spriteObjectID
Adds a sprite to the batch, which must be an ObjBatchSprite2D.
Arguments: 1) real: objectID 2) real: spriteObjectID
Removes a sprite from the sprite batch.
Note: This is a slow operation and shouldn't be used often.
Returns: real: objectID
Creates a 2D sprite object capable of being batch rendered and returns its ID.
This object is actually of the type OBJ_BATCH_SPRITE_2D, but it can use all ObjSprite2D functions and most ObjRender functions.
Note: These objects cannot use ObjPrim functions.