Example #1
0
        /// <summary>
        /// Begins a 3D sprite batch rendering using the specified sorting mode and blend state, sampler, depth stencil, rasterizer state objects, plus a custom effect and a view-projection matrix.
        /// Passing null for any of the state objects selects the default default state objects (BlendState.AlphaBlend, DepthStencilState.Default, RasterizerState.CullCounterClockwise, SamplerState.LinearClamp).
        /// Passing a null effect selects the default SpriteBatch Class shader.
        /// </summary>
        /// <param name="sortMode">The sprite drawing order to use for the batch session</param>
        /// <param name="effect">The effect to use for the batch session</param>
        /// <param name="blendState">The blending state to use for the batch session</param>
        /// <param name="samplerState">The sampling state to use for the batch session</param>
        /// <param name="depthStencilState">The depth stencil state to use for the batch session</param>
        /// <param name="rasterizerState">The rasterizer state to use for the batch session</param>
        /// <param name="stencilValue">The value of the stencil buffer to take as reference for the batch session</param>
        /// <param name="viewProjection">The view-projection matrix to use for the batch session</param>
        public void Begin(Matrix viewProjection, SpriteSortMode sortMode = SpriteSortMode.Deferred, BlendState blendState = null, SamplerState samplerState = null, DepthStencilState depthStencilState = null, RasterizerState rasterizerState = null, Effect effect = null, EffectParameterCollectionGroup parameterCollectionGroup = null, int stencilValue = 0)
        {
            CheckEndHasBeenCalled("begin");

            transformationMatrix = viewProjection;

            Begin(effect, parameterCollectionGroup, sortMode, blendState, samplerState, depthStencilState, rasterizerState, stencilValue);
        }