I’m new to MonoGame and XNA, so please excuse the beginner question…
I found an example that explains how to write a custom spritebatch, here: https://social.msdn.microsoft.com/Forums/en-US/7e5cc12f-3b75-49ef-8da9-c00a75139a21/write-your-own-spritebatch-101-longcode-included?forum=xnaframework . The problem is that the example is extremely old (2006). It doesn’t compile with MonoGame; I tried modifying it to get it to work, but I have no prior experience with MonoGame or XNA (and very little with C#), so once I did get it to compile, it just didn’t work (no images were rendered… just a blank window).
So, I’m just wondering whether anyone has any modern examples of how to write a custom sprite batch in MonoGame / XNA 4.0. The reason I can’t use the built-in spritebatch for my current [and first MonoGame] project is that I need to be able to specify vertex coordinates for the quads being rendered, for the sake of scaling/rotation/etc. that’s already built into the 2D engine I’m trying to port. Custom shaders are also something my engine needs, but I think that’s supported with the default spritebatch as well.
I hope that makes sense and isn’t too rambly. That’s what I get for trying to post while very tired.