SpriteRenderingSystem Class
Definition¶
Namespace: Brine2D.Systems.Rendering
System that renders all entities with SpriteComponent. Uses batching for optimal performance on both Legacy and GPU renderers. Includes frustum culling to only render visible sprites.
public class SpriteRenderingSystem : Brine2D.ECS.Systems.RenderSystemBase
Inheritance System.Object → RenderSystemBase → SpriteRenderingSystem
| Methods | |
|---|---|
| Dispose() | Disposes all cached textures. |
| GetBatchStats() | Gets batching statistics for performance monitoring. Returns (rendered sprites, batch/draw call count). |
| GetTotalSpriteCount() | Gets the total sprite count (before culling). |
| IsVisible(Vector2, SpriteComponent, ICamera) | Checks if a sprite is visible within the camera frustum. Uses simple AABB (Axis-Aligned Bounding Box) culling. |
| LoadTexturesAsync(IEntityWorld, CancellationToken) | Loads textures for all sprites that need them. |
| Render(IEntityWorld, IRenderer) | Renders all entities with SpriteComponent using batching. Automatically culls off-screen sprites when a camera is present. |