/// <summary> /// Begin our composition process /// </summary> /// <param name="renderTargetTexture">The render target to write to</param> /// <param name="blendStateMode">The blend state to use</param> public void BeginDraw(RenderTargetTexture renderTargetTexture, BlendStateMode blendStateMode) { m_drawStateManagement.BeginDrawState(); m_spriteRenderer.BeginDraw(FilterMode.Linear, renderTargetTexture, blendStateMode); }
/// <summary> /// Begins the batch process. /// </summary> /// <param name="filterMode">The filter mode to use</param> /// <param name="outputTexture">The texture to render to</param> /// <param name="blendStateMode">The blend state to use</param> public void BeginDraw(FilterMode filterMode, RenderTargetTexture outputTexture, BlendStateMode blendStateMode) { m_blendStateMode = blendStateMode; m_outputTexture = outputTexture; m_drawDataPosition = 0; m_filterMode = filterMode; BeginDrawSetup(); }
/// <summary> /// Begins the composition process. BeingCompose always needs /// to be eventually followed by an EndCompose. /// </summary> /// <param name="blendStateMode">The blend state to use</param> public void BeginCompose(BlendStateMode blendStateMode) { m_directCanvasFactory.BeginCompose(RenderTargetTexture, blendStateMode); }
/// <summary> /// Begins the composition process. BeingCompose always needs /// to be eventually followed by an EndCompose. /// </summary> /// <param name="renderTarget">The RenderTargetTexture to begin composition on.</param> /// <param name="blendStateMode">The blend state to use</param> internal void BeginCompose(RenderTargetTexture renderTarget, BlendStateMode blendStateMode) { m_composeStateManagement.BeginDrawState(); m_composer.BeginDraw(renderTarget, blendStateMode); }