Example #1
0
        /// <summary>
        /// Override if you want to change the core rendering functionality of Monocle Engine.
        /// By default, this simply sets the render target to null, clears the screen, and renders the current Scene
        /// </summary>
        protected virtual void RenderCore()
        {
            if (scene != null)
            {
                scene.BeforeRender();
            }

            GraphicsDevice.SetRenderTarget(RenderBuffer);
            GraphicsDevice.Clear(ClearColor);

            if (scene != null)
            {
                scene.Render();
                scene.AfterRender();
            }

            //Draw the buffer scaled up to the screen
            if (RenderBuffer != null)
            {
                GraphicsDevice.SetRenderTarget(null);
                GraphicsDevice.Viewport = viewport;
                GraphicsDevice.Clear(ClearColor);

                Monocle.Draw.SpriteBatch.Begin(SpriteSortMode.Texture, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone, null, screenMatrix);
                Monocle.Draw.SpriteBatch.Draw(RenderBuffer, Vector2.Zero, Color.White);
                Monocle.Draw.SpriteBatch.End();
            }
        }
Example #2
0
        /// <summary>
        /// Override if you want to change the core rendering functionality of Monocle Engine.
        /// By default, this simply sets the render target to null, clears the screen, and renders the current Scene
        /// </summary>
        protected virtual void RenderCore()
        {
            if (scene != null)
            {
                scene.BeforeRender();
            }

            GraphicsDevice.SetRenderTarget(null);
            GraphicsDevice.Clear(ClearColor);

            if (scene != null)
            {
                scene.Render();
                scene.AfterRender();
            }
        }