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<p>The <a class="el" href="classyage_1_1Batch.html" title="The Batch class will be the base class for all the different batching processes that might use differ...">Batch</a> class will be the base class for all the different batching processes that might use different shaders and attributes.  
 <a href="classyage_1_1Batch.html#details">More...</a></p>

<p><code>#include &lt;<a class="el" href="batch_8h_source.html">batch.h</a>&gt;</code></p>
<table class="memberdecls">
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Public Member Functions</h2></td></tr>
<tr class="memitem:a0040228902f0a4cca90da23f36a7c477"><td class="memItemLeft" align="right" valign="top">virtual bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classyage_1_1Batch.html#a0040228902f0a4cca90da23f36a7c477">init</a> ()</td></tr>
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<tr class="memitem:ab458f3129d2a329806dd00c6be77709d"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classyage_1_1Batch.html#ab458f3129d2a329806dd00c6be77709d">begin</a> ()</td></tr>
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<tr class="memitem:a3439c8dd88d87be4460161d233044c65"><td class="memItemLeft" align="right" valign="top">virtual void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classyage_1_1Batch.html#a3439c8dd88d87be4460161d233044c65">render</a> ()</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>The <a class="el" href="classyage_1_1Batch.html" title="The Batch class will be the base class for all the different batching processes that might use differ...">Batch</a> class will be the base class for all the different batching processes that might use different shaders and attributes. </p>
<p>This is necessary because when we use a different shader, we have to bind a specific number of attributes, and we might not always want to have a texture, colours and coordinates, for example, when only using simple shapes.</p>
<h1>Batching </h1>
<p>The purpose of batching is to combine all sprites that use the same textures so that the textures does not have to be switched out on the gpu very often. This produces a much more efficient rendering process. An implementation of this can be seen in the <a class="el" href="classyage_1_1SpriteBatch.html">SpriteBatch</a> class, as it sorts and renders the objects you give it.</p>
<p>The reason this base class exists, is because it makes it easier to also render objects that may not need a texture, or may require multiple textures or different attributes. </p>
</div><h2 class="groupheader">Member Function Documentation</h2>
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<hr/>The documentation for this class was generated from the following file:<ul>
<li>yage/render/<a class="el" href="batch_8h_source.html">batch.h</a></li>
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