/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { m_ScrManager.Draw(); //Reset device to defaults before rendering... GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; GraphicsDevice.Viewport = new Viewport(0, 0, GlobalSettings.Default.ScreenWidth, GlobalSettings.Default.ScreenHeight); //Note: Depth is the depth at which to render... GraphicsDevice.Clear(ClearOptions.DepthBuffer, Color.Black, 1.0f, 1); m_ScrManager.Draw3D(); HitVM.Step(); base.Draw(gameTime); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); Resolution.BeginDraw(); spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, DepthStencilState.Default, RasterizerState.CullCounterClockwise, null, Resolution.getTransformationMatrix()); m_ScrManager.Draw(); spriteBatch.End(); //Reset device to defaults before rendering... GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; m_ScrManager.Draw3D(); HitVM.Step(); base.Draw(gameTime); }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { Gonzo.Resolution.BeginDraw(); spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, null, null, RasterizerState.CullCounterClockwise, null, Gonzo.Resolution.getTransformationMatrix()); m_ScrManager.Draw(); spriteBatch.End(); //Reset device to defaults before rendering... GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; GraphicsDevice.Viewport = new Viewport(0, 0, GlobalSettings.Default.ScreenWidth, GlobalSettings.Default.ScreenHeight); //Note: Depth is the depth at which to render... GraphicsDevice.Clear(ClearOptions.DepthBuffer, Color.Black, 1.0f, 1); m_ScrManager.Draw3D(); HitVM.Step(); base.Draw(gameTime); }