public static void BeginCamera(this SpriteBatch mBatch, Camera2D camera, BlendState bstate) { mBatch.Begin(SpriteSortMode.Deferred, bstate, SamplerState.AnisotropicWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.GetViewTransformationMatrix()); }
public static void BeginCamera(this SpriteBatch mBatch, Camera2D camera) { mBatch.Begin(SpriteSortMode.BackToFront, BlendState.NonPremultiplied, SamplerState.AnisotropicClamp, DepthStencilState.Default, RasterizerState.CullNone, null, camera.GetViewTransformationMatrix()); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { //set virtual screen resolution _irr = new ResolutionRenderer(this, VIRTUAL_RESOLUTION_WIDTH, VIRTUAL_RESOLUTION_HEIGHT, _gfx.PreferredBackBufferWidth, _gfx.PreferredBackBufferHeight); _input = new InputHelper(this); _camera = new Camera2D(_irr) { MaxZoom = 10f, MinZoom = .4f, Zoom = 1f }; _camera.SetPosition(Vector2.Zero); _camera.RecalculateTransformationMatrices(); base.Initialize(); }