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XNA® Game Studio 4.0 for Xbox 360® Developers by Jonathan S. Harbour

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Chapter 16. Sprites

Sprite animation is made possible with the SpriteBatch class, part of the Graphics namespace (refer to Chapter 7, “Graphics,” for a quick reference). We need to learn how to render sprites, a process called rasterization, which describes the rendering of an object onto a 2D screen. Technically, the video card rasterizes all rendered output based on projection matrix settings. Sprite rasterization is an appropriate term because SpriteBatch renders rectangular shapes using orthogonal projection. This new functionality, combined with rectangles and vectors, will result in a highly usable sprite engine fairly quickly. Not merely for 2D games, a sprite engine is often used to render particles and bitmapped fonts as well.

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