LEARN BY MAKING

Rendering Textures

Shapes are great for roughing out mechanics, but at some point you’ll want real art. That’s where Textures come in.

Textures are GPU-friendly images that you can draw, flip, rotate, and scale. Think of them as a prepared image the GPU keeps on hand (VRAM). You upload it once, then tell the renderer where and how to place it each frame.

Creating Textures

Loading an image into GPU memory isn’t free. It’s best to load once and reuse rather than creating textures on the fly:

texture = kn.Texture("image.png")
while kn.window.is_open():
    # Reuse texture here
kn::Texture texture("image.png");
while (kn::window::isOpen()) {
    // Reuse texture here
}

Drawing Textures

The simplest draw call renders the texture at the origin (0, 0). Use a Transform to control position, rotation, and scale:

# Draw at origin with default transform
kn.renderer.draw(texture)

# Draw with custom transform
transform = kn.Transform(
    pos=kn.Vec2(150, 100),
    angle=30 * kn.math.DEG2RAD
)
kn.renderer.draw(texture, transform)
// Draw at origin with default transform
kn::renderer::draw(texture);

// Draw with custom transform
kn::Transform transform = {
    .pos = {150, 100},
    .angle = kn::math::toRadians(30)
};
kn::renderer::draw(texture, transform);

Result:

A texture drawn at the top left corner of the screen

Batching

Modern SDL3 backends (which we use) batch draw calls automatically if you draw the same texture consecutively. This keeps the GPU from doing expensive state changes.

# Best performance:
for i in range(5):
    transform = kn.Transform(pos=kn.Vec2(i * 40, 100))
    kn.renderer.draw(texture, transform)

# Do sparingly:
kn.renderer.draw(texA)
kn.renderer.draw(texB)
kn.renderer.draw(texA)
// Group calls that use the same texture.
for (int i = 0; i < 5; ++i) {
    kn::Transform transform = { .pos = {i * 40, 100} };
    kn::renderer::draw(texture, transform);
}

// Changing textures may interrupt batching.
kn::renderer::draw(texA);
kn::renderer::draw(texB);
kn::renderer::draw(texA);

So, wherever possible, group similar textures together when drawing.

Atlases

If your game uses lots of small sprites (UI icons, sprite states, etc.), pack them into a single large texture called an atlas. This means:

  • Only one texture bind (fewer GPU state changes)
  • Faster draws when sprites share the same atlas

The renderer accepts a source rectangle to select a portion of the texture to draw.

# Load the atlas texture
atlas_texture = kn.Texture("atlas.png")

heart_src = kn.Rect(0, 0, 32, 32)
heart_transform = kn.Transform(pos=kn.Vec2(16, 16))

power_src = kn.Rect(32, 0, 32, 32)
power_transform = kn.Transform(pos=kn.Vec2(32, 32))

while kn.window.is_open():
    ...
    # Draw heart icon from atlas
    kn.renderer.draw(atlas_texture, heart_transform, source=heart_src)
    # Draw power icon from atlas
    kn.renderer.draw(atlas_texture, power_transform, source=power_src)
    ...
// Load the atlas texture
kn::Texture atlasTexture("atlas.png");

kn::Rect heartSrc(0, 0, 32, 32);
kn::Transform heartTransform = { .pos = {16, 16} };

kn::Rect powerSrc(32, 0, 32, 32);
kn::Transform powerTransform = { .pos = {32, 32} };

while (kn::window::isOpen()) {
    ...
    // Draw heart icon from atlas
    kn::renderer::draw(atlasTexture, heartTransform, { .source = heartSrc });
    // Draw power icon from atlas
    kn::renderer::draw(atlasTexture, powerTransform, { .source = powerSrc });
    ...
}

Texture atlas:

Source file of the texture atlas used

Result:

Two textures drawn, one with transformations applied

Find your next step

Start typing to search the manual.