I am writing a map editing program for a 2D game using XNA. To create a Texture2D for all of the tiles that a map requires takes too long.
Are there any alternatives to using textures for drawing with XNA?
I attempted to create just one texture per tile set instead of a texture for every tile in a tile set, but there is a limit to the size of textures and I could not fit all the tiles of a tile set into one texture.
Currently the program contains all the would-be textures in memory as Bitmap objects. Is there a way to simply draw a Bitmap object to the screen in XNA? I have searched but I cannot find any information on this. This approach would avoid having to create textures altogether, however any tinting or effects I would have to do to the bitmap directly.
Unfortunately, as far as I know, there is no way to directly draw a bitmap to the screen in XNA; it requires that everything is mapped to the Texture objects, which are by default buffered to the graphics card. It sounds like you’re talking about a lot of tiles, though, if they won’t all fit on the maximum allowed texture (I can’t remember whether that was 1024 or 4096 square…) – have you tried having an unbuffered texture for speed purposes? Another alternative would be to lazy-load your tilesets into textures so the user didn’t have to wait for them all to load – for an editor, using a bright pink fallback color is usually acceptable while it loads.
Also, is there anything inherently required to write your tool in XNA? Since it sounds like you’re writing the tool separately from the game engine itself, you may find some very acceptable solutions in WPF, including drawing directly from BitmapSources and some utilities for your UI.