Ejemplo n.º 1
0
 public void Draw(DrawBatch drawBatch, DrawBatch.DrawCall.Tag tag, Vector2 position, float rotation, Vector2 origin, Vector2 scale, Color color, float depth)
 {
     drawBatch.Draw(tag, texture, position, GetSourceRectangle(), scale, rotation, origin, color, depth, SpriteEffects.None, affectedByLight, lightBleedThrough);
     Increment();
 }
Ejemplo n.º 2
0
            /// <summary>
            ///
            /// </summary>
            /// <param name="tag"></param>
            /// <param name="drawBatch"></param>
            /// <param name="depth"></param>
            /// <param name="affectedByLight">0 - always dark, 1 - dynamic, 2 - always bright</param>
            /// <param name="lightBleedThrough"></param>
            internal void Draw(DrawBatch.DrawCall.Tag tag, DrawBatch drawBatch, float depth, short affectedByLight, float lightBleedThrough)
            {
                Rectangle sourceOffsets = GetSourceRectangleOffsets();

                drawBatch.Draw(tag, texture, GetRectangleToDraw(drawRectangle), sourceOffsets, color, depth, affectedByLight, lightBleedThrough);
            }
Ejemplo n.º 3
0
 public void Draw(DrawBatch drawBatch, DrawBatch.DrawCall.Tag tag, Vector2 position, float depth)
 {
     drawBatch.Draw(tag, texture, position, GetSourceRectangle(), new Vector2(1), 0f, Vector2.Zero, Color.White, depth, SpriteEffects.None, affectedByLight, lightBleedThrough);
     Increment();
 }